Planet Finds

PLANET FINDS AND SEARCHES

As we mentioned earlier, the universe is a very big place, and you can never be sure that your fleets are the first to pass by a certain star or planet. Many worlds out there have been touched by other races before your own, and you can often find things that suggest they might have once been the home to aliens or older human civilisations. Anything unearthed by a Planet Survey that is above and beyond the norm is covered in this category, and are generically called planet finds. They may be abandoned colonies, crashed spaceships, vast cavern complexes, unidentifiable machinery, strange statues, lost colonies ... anything is possible.

When you find something of this type on a world, a list of options will be shown alongside it, each find will have a small sub-set of the following list:

1) Ignore it - Ignore the find.
2) Search - Search the find with all available means.
3) Open vault - Open the thing, usually for the umpteenth time.
4) Decipher - Decipher all those puzzling/meaningless squiggles.
5) Pray - An act for the desperate.
6) Open Grave - Open that ancient grave carefully.
7) Political -
a)Offer Technical assistance
Dazzle them with your tech (costs 10,000 - 1,000,000 cr) the chance of them joining your empire depends on the level of assistance given and the difference in tech level.
b) Offer Medical and Social assistance
As above except on Medical and Commercial front. Costs 10,000 to 500,000 cr. The chance of the planet joining your empire is based on the difference in Medical and Commercial tech level and the amount of assistance provided.
c) Negotiate
Diplomats attempt to persuade the planet to join your empire using whatever means they can. Costs 25,000 cr.
d) Threaten
Use threats and display of power to influence the planet to join your empire. It helps to have a huge war fleet overhead. Costs 15,000 cr.
[There is always a chance of both failure and success]
8) Bribe -
a) Governmental
Attempt to bribe officials to vote to join your empire. (costs 10,000 cr to any amount you wish to try)
b) Planetary Defence Forces
Attempt to bribe the defence forces to surrender. (costs 100,000 cr and up)
c) Both
Attempt both of the above options (costs 150,000 cr and up). [There is always a chance of both failure and success]
9) Destroy Find - Attempt to reduce the planet find to useless rubble.

NOTE : If option 7 or 8 are attempted with less than the minimum credit amount, the orders are NOT ignored. Rather than being embarrassed, your political representative will attempt to make up the amount to the minimum directly from YOUR treasury. If insufficient funds exist then the order will fail completely.

For example, if you find the ruins of an old alien settlement you may see something like this appear:-

1) Ignore it.
2) Search it using all means available.
3) Destroy it.

This means that next turn the fleet can issue a Search Planet Find order with the additional order of, say, "Search using all means available". This is written as;

Fleet Fleet Orders Start End
7 Search Planet Find [2,2,2]1 [2,2,2]1
  Search using all means available    

Any action - be it the destruction, searching or whatever - on a planet find results in the end of any further movement for that fleet on that turn. Please note that only one fleet can utilise a find per turn, so having two science crews move to investigate the find from two different ships will not be of any extra use.

Some finds work in a number of stages, their options changing each and every time you take an action with them, while other stay very constant. There are finds in the universe that can be destroyed with but the slightest touch, while others are far more robust and are likely to remain as long as your own race exists! Certain things are simply indestructible, while others may hold nasty surprises for anyone wanting to investigate them. This is part of the game you should very much play by ear - no hard and fast rule applies to them.

These finds can yield many different things; rare items of value to increase your own treasury, insights into technological gains which will help the advances of your scientists, unknown designs of spaceships that allow new categories of craft or other, more esoteric, discoveries. The player that refuses to try and unearth or use these finds will be the one that slips behind the rest.