New Features of version 1.30 Graphics! Hit the (documented!) 'r' key to see a map. In color even. 'L' key to rearrange the map. Hitting keys will abort. 'E' incrementally optimizes the map, does less than 'L' 'R' randomly places the planets 'Q' key to return The currently selected planet will be blue and fixed in the center. All currently owned planets will be green. All unowned adjacent planets will be white. The warp lines connecting owned planets will tend to be shorter. If your messages exceed the size of the screen, you will now be able to see the last message. You will also be notified that the arrow keys scroll the text. Menu options are now in color 8 (dark gray) consistently (not just when you toggle expert mode). Switched to three columns of menu items, giving space for new 'render' option, and freeing up (for the moment anyway) another line for planet info. New Features of version 1.21 Concentrate ships option All planets with no fleet commands get fleet commands to the planet if in range Clear all fleet commands option Variable numbers of warp points from planets 2d2-1 Home planets cannot have 1 warp Set production option now works Combat System changed from version 1.1 Can now send fleet commands to planets with no return warp Warps to planets you own are now green Can now have up to 10 players if you really want the game to never end Program no longer crashes if too few planets enetered. Program now works if more than 50 planets entered Still to come Death messages Better combat results messages Planet merging code Order of Resolution Wealth Moves Each point of wealth on a planet chooses between staying put or going to one of the adjacent planets if the adjacent planets has a return warp. A planet with three adjacent planets will thus keep about a fourth of its wealth, and send the rest out. Fleet commands are processed and reinforcements are received Combat is resolved The defender's combat factor is the sum of ships and ground defenses. The defender gets a first strike of dice(1, sqrt(combat factors)). After that damage is applied, combat takes place in simultaneous rounds, with each side doing dice(1,sqrt ( 1.5 * combat factors)) * dice(1, (1.5*combat factors)/sqrt( 1.5 * combat factors)). In combats with multiple foes, each side has their damage applied against a random foe. After the combat is resolved, casualties are applied to ships before ground defenses, and if a planet is taken then its economy is reduced to zero, and its wealth is multiplied by a random factor between 0 and 1. Planets get their production of wealth and ships Check for economy increases Economy increases if wealth is greater than (current econ * 5 - max * 2). It always costs 5 wealth to increase the economy.