Alien Battlegrounds


Rule Book :

Table of Contents
New Rule Book
I.Alien Battlegrounds
     A.Basics
          1.Species
     B.Economics
          1.Power
     C.Hourly and Half-Hour turns
     D.FAQ
     E.Latest Changes
II.Attacking
     A.Different Attacks
     B.Inactives & The Calc
     C.Military
     D.Missiles
IV.Research
V.Spying
VI.Alliances
     A.Alliance Officers
     B.Built in Retal System
     C.Hall of Fame (HoF)
NEW Rule Book
Economics

RaeceConquest is almost a living, breathing universe, your economy will grow every hour, with or without you being online.

Your Empire has Land, and NW. NW is largely a tally of how much military you have, while Land is the foundation of your economy. By building various structures within your empire, this will strengthen your economy, literally the foundation for how quickly you grow within the game.

Buildings include:
Houses provide living space for 100 population (including scientists), population generates 1 credit per population per hour.

Barracks provide 200 slots for military (Recruits = .5 slots, Infantry=1, Tanks=2).

Hangars provide 200 slots for planes (Fighters=1, Bombers=2), Humans only.

Power Plants produce 100 power per hour (and can store up to 2,500 power).

Advanced Power Plants produce 200 power per hour (and can store up to 5,000 power).

Mines & Markets are basic economic structures, generating 150 credits per hour.

CPU Bot Factories produce CPU Bots, critical for spying on enemies, and defending yourself from said spying (Green bots are for offense and Red bots for defense, you can set what % of each you are producing, in settings. Premium account holders get Blue bots which can be stockpiled and "painted" as red or green as needed.)

Manufacturing plants will decrease the cost of military units, up to 10% of these, will decrease costs for military by 30%. Kilken will decrease their costs by 35% with 10% manufacturing plants.

Copyright 2007, Geoffrey C. Porter