| Solar
Wars is a turn-based space strategy game, based in a
distant solar system, with up to thirty orbiting planets.
Starting with your home world, build up your ships and
strategy. Scout out nearby worlds, send fleets of ships
to attack or send annihilation bombs. Destroy opponents
by setting hidden proximity bombs or pulse bombs. Play in single player
mode, with computer opponents, or multiplayer mode, over
the Internet. See how fast you can eliminate your
opponents and dominate the entire solar system!
First time players should
play a single player game to learn the basics of the
game, such as building up and taking over worlds. Single
player games are simplified, since the radar, proximity
and pulse bombs do not come into play and you are always
on the offensive. You can also play with computer
opponents to practice. Multi-player Solar Wars
games usually consist of two phases: first is to conquer
local unclaimed worlds and second is conquering other
players owned worlds. The truce option provides a nice
transition of the phases (see below).
Solar System:
There can be between nine
and thirty worlds in a solar system.
All of the worlds in the solar system orbit around the sun and
are located on nine orbital paths; some paths can have multiple worlds
on it. The orbit time of
the worlds speeds up as you get closer to the sun, due to its
gravitational pull. Motion
of the solar system is realistic, so timing of ship movements is
important!

Each world in the solar system has a ship production level and
class associated with it. Each
player starts with one “home” world.
The “home” worlds are strong in their ship production level
and class, and should be protected as such.
They also have a radar & pulse bomb defense system for
incoming/traveling enemy fleets. They
should be used as a gathering point for ships and a launching point
for attacking fleets. All
“home” worlds are located on the center orbit path of the solar
system. One complete orbit
of the “home” worlds is reached every year, which is equal to 20
turns.
During a player’s turn, all the owned planets are highlighted
in the player’s color. The
number of ships on those worlds will be shown next to the world; if
the world has double-speed, a “D” will be shown next to the number
of ships; if the world’s shield is on, a “S” will also be shown.
If the world has bombs on it, a bomb icon will be shown on the
world. Traveling fleets
are represented on the destination worlds and are shown animated
through their travel (depending on game settings).
The trailing tail of the traveling fleet will be dashed colored
coded - white for reinforcements, or colored for attacks on opponents
owned worlds. Recently
scouted worlds will have a temporary crosshair placed on them.
Console:
The area below the solar
system is known as the console. This contains all
information on battles, reinforcements, owned worlds and
traveling fleets.

All world data is listed in the Owned Worlds window (bottom
center window), including production, class, shield percentage and
mode, ships, bombs (shown as B), treasures (shown as D for
double-speed fuel) and for multiplayer games, proximity bombs set on
the worlds (shown as P). By
left-clicking on the listed worlds, that world is highlighted
graphically. This is
useful for finding a certain world. Brackets around the number of ships on a world (i.e. [10]) indicates if the world is included or excluded from gathering ships.
All traveling fleets are listed in the Traveling Fleets window
(bottom right window). An
arriving traveling fleet will be shown with a “>” in front of
it. By left-clicking on
the listed traveling fleets, that traveling fleet is shown
graphically. If you sent a
traveling fleet by accident and want to recall it in the SAME
turn only by left clicking on the listed traveling fleet and
selecting “Yes” at the prompt.
The upper center window is
for game data, including battle announcements, turn time
messages, solar system information (number of world
treasures still available, who owns the most worlds or
ships), truce announcements, and player turn
statuses.
The lower center window shows the game
history, including a players past battle,
reinforcement, scout and bomb information. To expand this
window, left-click on it. During battles, this window
converts to a colored slider bar showing the struggle of
the battle; the battle statistics are shown with the
attacking fleet on the left side and defending fleet on
the right side windows.
The center icon bar
indicates what world treasures are owned, including
double-speed fuel, number of bombs and the information
crystal. A button bar allows a player to show the world
labels, traveling fleets, finish a turn, read this help
file, check the status of the solar system, or quit the
game.
For multiplayer games, the
communications window is used to chat with the other
players. The long thin windows in the center of the
console are for receiving game information.
World Ship Production,
Shields, Classes, Bombs, Radar and Treasures:
Production/Shield:
The ship production of an
unclaimed world can range from zero to thirty ships per turn (depending
on game options). When desired, this production can be re-directed to
produce a shield instead. The shield protects the world
by absorbing incoming attacks each hit from
attacking ships reduces the shield by one. The shield can
range from zero to one hundred percent.
An added bonus of having
shielded worlds is that attacking fleets that leave from
a shielded world can carry that shield with them if
this option is set at the beginning of the game
see game options below. Once they reach their
destination, the shield protects them in battle
each hit from the defending world reduces the attacking
fleets shield by one. Keep in mind that unclaimed worlds
also have shields also and turn them on and off at will.
Classes:
The class of unclaimed
worlds can range from one (the lowest) to five (the
highest). The class affects the strength (hitting power)
of the ships on that world during battles. A class one
world is about half as strong as a class 5 world,
and can thus be taken over with fewer ships.
Ships transferred from a lower class
owned world to a higher class owned world will be upgraded to the higher
class; conversely, ships transferred from a higher class owned world to
a lower class owned world will be downgraded to the lower class.
Radar:
Radar
defense systems exist in multiplayer games only on
a players home world and will alert a player to
incoming or passing traveling fleets of ships, bombs and
scouts, as well as proximity bombs set on worlds. The
radius of the radar reaches from the innermost orbit path
to the outermost orbit path. If unlimited radar is set in game
options, ALL traveling fleets will be shown for the entire solar system.
When there is a radar
alert, a dotted ellipse is shown on the radar radius.
Enemy traveling fleets will be displayed: a scout is
shown as a small cross; a bomb is shown as a series of
overlapping circles; a fleet of ships is shown as one,
two or three circles next to each other, depending on the
amount of ships. The quantity of ships in the fleet is
also shown. The trailing line behind the traveling fleets
shows its direction of travel and speed (longer line
means faster travel).
During a radar alert, a
pulse bomb can be set on the home world (see below) to
destroy any traveling fleets within the radar radius.
Bombs:
At the start
of the game, each players "home" world
has between three and five bombs, depending on the number
of worlds in the solar system. Bombs can be used in three
different ways:
- Annihilation Bomb:
When a bomb is sent to an unowned or enemy world,
it destroys the worlds ships and takes over
the world. Any bombs found on the world are given
to the new owner. Bombs can be transferred from
owned world to owned world also.
Proximity Bomb: In a multiplayer
game, a bomb can be sent to orbit any world and
detonate at a specified threshold when a fleet of
ships enters it orbit.
A traveling bomb will set off a proximity,
regardless of the threshold set.
- Pulse Bomb: In a
multiplayer game, when a radar alert is shown, a
pulse bomb can be set on the home world to
destroy any traveling fleets within the radar
radius. The home world must have a bomb in order
to use this option. The pulse bomb detonation
will be shown at the end of turn.
These bombs should be used
sparingly since when they are gone, you'll wish you had
more!
Treasures:
Some unclaimed worlds have
treasures on them, waiting to be claimed. These treasures
include:
- An Information
Crystal, which tells all information about
unclaimed worlds, continuously.
- Double Speed Fuel,
which reduces the traveling time for traveling
ships from a world
- A Hanger containing a
bomb
- A Hanger containing a
fleet of ships
Sending Ships & Scouts
Between Worlds:
Ships can be sent between
worlds in order to build-up ships on one world or to
attack unclaimed worlds.
A scout ship can be sent
to find out information on a world, such as its
production, class, shield and number of ships, on the
turn it arrives. This information is useful for planning
attacks.
Game Options:
Ships Travel With Shield:
An added bonus of having
shielded worlds is that attacking fleets that leave from
a shielded world can carry that shield with them (if this
option is set). Once they reach their destination, the
shield protects them in battle each hit from the
defending world reduces the attacking fleets shield by
one.
Keep in mind that
unclaimed worlds also have shields also and turn them on
and off at will.
Battle Truce:
A battle truce can be set
at the beginning of a multiplayer game to prevent
players from attaching each other until a certain
turn. This is useful to allow time to takeover worlds,
build up ships and world treasures and set up defenses.
The minimum truce setting
is 10 turns; there is no maximum truce setting, but 20 -
30 turns is typically a good truce setting.
Defensive
Battle Mode:
In
defensive battle mode, the attacker and defender shoot at the same time.
This makes for a more even battle and requires more ships to take
over a world. The game
default for battle mode is Offensive - this means that the attacker has
the advantage of shooting first; less ships are required to take over a
world with this mode.
Maximum
World Production (with Donation only):
You
can adjust the maximum world production setting from 5 to 30 ships per
turn. The default game
setting is 15 ships per turn. Higher
production settings can make for a more challenging game.
World
Treasures (with Donation only):
You
can adjust the number of world treasures (information crystal,
double-speed, hangars of ships & bombs).
The default game setting is 8 treasures for 30 worlds.
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