Command Summary RACE RELATIONS (A,W,O) The race relations commands allow you to set how you want your race to react to other races in the galaxy when you meet them. Basically there are two choices, you fight or you don't. These commands are actually used to determine if you wish to initiate combat or not, since if your opponent choose to fight, then you will fight as well, no matter what your preference. In Explorer there are three levels of control. The first one is the default posture that your race assumes when meeting new races. This is used to govern how your ships respond when first meeting a new race and will be used to set your initial state with respect to that race. O DEFAULT PEACEFUL ; do not attack new races and start at peace with them O DEFAULT AGGRESSIVE ; attack on sight and remain at war with them The second level of control is used to determine how your ships will respond to a race the next time you meet them. If you are at peace with a race, that means that you would like your ships and his to be able to co-orbit a planet without fighting, and if a fight breaks out at a planet where you both are at you would prefer not to choose his ships as targets. If you are out to eliminate a race or just feeling hostile towards him, you may declare war against him and everytime your ships meet his, yours will attack him. A raceName ; declare peace towards a race W raceName ; declare war on a race The last level of control is on a planet by planet basis. You have specific feelings towards the alien races of the galaxy in general but when it comes your worlds, thats a different matter. You are able to set up defensive states for your planets, on a planet-by-planet basis, that overrides the two other levels of control. If you do not want to allow anyone to view a world of yours (its size, resources, level of population and production) you may choose to set its reactive state to DEFENSIVE. On the other hand, you may wish to allow anyone to visit a planet of yours, no matter if you are fighting with them elsewhere or not, then you may set that planet to PEACEFUL. The default defensive state for all planets is CONFORMing, which means that this level of control is not engaged, and the response of your fleets at your planet will depend upon what you have determined using the first two levels of control. O CONFORM planetName ; default O DEFENSIVE planetName ; attack all foriegn races O PEACEFUL planetName ; do not initiate combat For additional control, an option has been added to allow a race to be declared an ally. Allies are allowed to orbit defensive worlds without being fired upon. O ALLY racename ; declare a race to be an ally O PEACE racename ; same as 'A' command, will remove ally status O WAR racename ; same as 'W' command, will remove ally status One important note: These commands only determine how your race will respond to other races. If you are at peace and someone attacks you, you will not be disadvantaged in any way, your forces will fight back as best as they can. Also, having a battle with a race does not automatically change your relations towards him, you must do that yourself. BREAK (B) This command is used to break ships off of a group and to form a new group. The new group will be identified with a group number one larger than the highest group number that you have. For example, if you have four groups and you break one, the new group's number will be five. There is a keyword MAX that may be used to identify the new group but be careful in its use since MAX may change as you enter additional commands. Also this command is used to remove a group of ships from a fleet. B grpNum numShips ; break some ships off from a group and form ; a new group B grpNum FLEET ; break a group out of a fleet CHANGE RACE NAME (C or O RACENAME) This command is used to set your race's name. It may be anything you choose as long as it starts with a letter. Complicated names involving combinations of letters, numbers, and special characters are best enclosed within quotes. Spaces in names may be indicated by an underscore ('_'). C Northern_Alliance ; sets race name O RACENAME Southern_Alliance DESIGN (D) This command is used to design ships and fleets. Fleets are a collection of groups that may be dispatched as a single unit and will then move together at the same speed, arriving at their destination at the same time. Ships consist of six components and a value for each must be specified for this command to be accepted. Ships have a name to identify them and values for drive, number of attacks, weapon size, shield strength, and cargo space. A value of zero is acceptable for any attribute otherwise, an attribute may not be less than one. The number of attacks must be a whole number but floats are acceptable for the other attributes. D shipName drive attacks weapon shield cargo D FLEET fleetName ERASE (E) This command is used to erase an existing ship design or fleet. If any ships of the specified type are in existance, this command will fail. It is only to be used on defunct ship types. This command may also be used to disband a fleet. E shipName ; erases an unwanted ship design E fleetName ; disbands a fleet UPGRADE (G) This command is used to upgrade an older group of ships to a more advanced technology level. This command happens after ship movement but before the first battle phase so it is a useful tool for surprising enemy forces. Ships who are to be sent out may not be upgraded but an upgraded ship may travel along a route since cargo routing happens after upgrades. Unlike production, this is a single turn command. If a planet is unable to upgrade a ship all the way to a desire tech level, it will upgrade as much as it is able and stop. If you wish the group to reach the desired level, you will have to issue the command again the next turn. G grpNum G grpNum dtech wtech stech ctech Note: Upgrades happen after ship movement so it is not wise to use the keyword MAX with this command. If you wish to only upgrade part of a group, break the group so that the portion you wish to upgrade remains in the original group and upgrade that. RECALL (H) Normally once a ship has been sent off in hyperspace, its course may not be changed. It will fly on until it has reached its destination. The recall command allows a player to recall a group or fleet to its origin, if the player owns the originating planet. The group will then turn around in hyperspace and head back to the origin of its journey. H grpNum [num] ; recall a group (or part thereof) H fleetName ; recall a fleet INTERCEPT (I) The intercept command may be used to vector a group of ships or a fleet to intercept foriegn ships at a planet. If the ships at the target planet move on the turn your intercepting groups leave, your groups will be vectored to the destination of the departing groups. There are some caveats on this command however. If the departing groups head to a destination that is more than two jumps away for your intercepting group, you group will not follow but head for the specified planet instead. If there is more than one group at the specified planet, this command gives priority to the largest group (or fleet) and your ships will follow it. I grpNum planetName [numships] ; send a group to intercept ships at a planet I fleetName planetName ; send a fleet to intercept ships at a planet JOIN (J) This command is used to join groups to a fleet or to merge two fleets together. J grpNum fleetName [num] ; join a group (or fraction) to a fleet J fleet1 fleet2 ; merge fleet 1 into fleet 2, ; fleet 1 will cease to exist LOAD (L) This command is used to load ships with cargo. There are three types of cargo: colonists (COL), materials (MAT), and capital (CAP). A group may only carry one type of cargo. The cargo on a planet that is to be loaded into a group will be divided evenly up between the ships that make up the group. L grpNum cargo [num] ; load a group with the specified cargo There is one special from of this command that will calculate the minimum number of ships necessary to carry the cargo on the planet, breaks ships off from the group if necessay, and load them with the cargo. L grpNum cargo MAX ; maximize cargo loading If the cargo trade at alien planets is allowed, the Load command gets an extra flavor, namely: L planetOwner grpNum cargo [num]; load a group with the specified cargo that can be used to fetch cargo at a planet of the said race as if it were yours. NAME (N or O WORLDNAME) This command is used to name a planet. You may name any planet that is shown you on your report. The only limitation is that names must begin with a character. N oldName newName ; name a planet O WORLDNAME oldName newName OPTIONS (O) This was originally used for setting options on default behavior. This has since be expanded to add new capabilities to the game for which simple one letter commands have not been assigned. You may set a planet that you own to automatically unload cargo when it arrives at a planet. This gives you no explicit advantage in the game but it makes the planning for your next turn that much easier. (Cargo unloaded automatically at the end of a turn is no different from cargo unload explicitly at the beginning of a turn, except it does so up on the turn report as being on the planet). O AUTOUNLOAD planetName O NOAUTOUNLOAD planetName Note: planets with autounload enabled will show up on the turn report with an asterisk in front of their name. These options have been described above. O DEFAULT PEACEFUL ; do not attack new races and start at peace with them O DEFAULT AGGRESSIVE ; attack on sight and remain at war with them O CONFORM planetName ; default O DEFENSIVE planetName ; attack all foriegn races O PEACEFUL planetName ; do not initiate combat Another option allows you to designate an owner for a planet. This is useful if your information on a world is not up-to-date and you have received some intel that indicates that someone else owns this world. By using this option, you can force the planet to show up as belonging to a specific race (even if you have not visited that planet yet). O OWNER planetName raceName Note that by using the keyword UNKNOWN as the raceName you'll be able to remove the earlier assigned ownership. The following commands are equivalent to some rarely used commands described elsewhere: O ADDRESS ; see the Z command O PASSWORD ; see the Y command O RACENAME ; see the C command O WORLDNAME ; see the N command Finally, there are two command for controlling the format in which the turn reports and forecasts are generated: O FORMAT XML ; will request the XML format O FORMAT TEXT ; will request the default textual format Note that the effect of these two commands is felt immediately, i.e., even the forecast for orders containing one of these commands will already be returned in the requested new format. PRODUCTION (P) This command is used to set what your planets will be producing in the next turn. Planets may produce ships, technology, capital, and materials. A planet may only produce one thing at a time. P planetName tech ; reseach technology ; tech = DRIVE | WEAPONS | SHIELDS | CARGO P planetName CAP ; produce captial (for increasing industry) p planetName MAT ; produce materials (to aid in ship building) P planetName shipName ; produce as many of the specified ; ships as possbile When tech levels have increased, it is still possible to create ships at lower tech levels, at a discount price. To create ships at a specific tech level, specify those levels after the ship name P planetName shipName dtech wtech stech ctech ROUTE (R) This command is used to set up cargo routes between planets. Routing is a convience that makes it easy to move cargo between worlds. When a route is established, the game will automatically load ships at one world and send them to another. The fewest number of ships necessary will always be used (but groups are loaded in the order they show up on your turn report). Routes may be established to move colonists (COL), capital (CAP), materials (MAT), and empty ships (EMP). Empty ship routing only applies to those ships with a cargo area greater than zero. R origin cargo destination ; move cargo from one planet to another SEND (S) This command is used to send groups and fleets to another planet through hyperspace. S grpNum planetName [num] ; send a group to a planet S fleetName planetName ; send a fleet to a planet Note: When sending fleets on a multi-turn jump through hyperspace, Explorer will adjust the fleet speed to the minimum necessary to get there in the minimum number of jumps. This is done to further hide your ship designs from your opponents until it is too late for him to do anything about it. RENAME (T) This command is used to rename an existing ship design or an existing fleet. T oldName newName UNLOAD (U) This command is used to unload cargo off of a group at a planet. This command is also how you settle and claim planets for your own. U grpNum [num] ; unload the cargo from a group If the cargo trade at alien planets is allowed, this command gets an extra flavor, namely: U planetOwner grpNum [num] ; unload the cargo from a group that can be used to dump cargo onto an alien planet as if the planet were yours. SCRAP (X) This command is used to scrap existing ships. They are broken down into raw materials which are then stored for used on the planet this ship is currently orbiting. X grpNum PASSWORD (Y or O PASSWORD) It is always recommended to set a password to protect your race from having other races 'accidentally' submit orders for you. This command establishes a password of your choice for your race. Y password O PASSWORD password Note: knowledge of your old password is not required so it is recommended that this be one of the first commands you enter. CHANGE EMAIL ADDRESS (Z or O ADDRESS) This is used to change the email address to which the game will send your turn reports and game messages. Z "new email address" ; quotes are VERY important here O ADDRESS "new email address" Note that you can request for several email addresses to be used by providing them in the form of a comma separated list with no white space in between.