Close

Exoplanets

The settlers of Chief-Ranger Hartley hovered around the space gate. Calm reigned in the room as before every teleportation, when men mechanically realize the final preparations, result of months of training on Earth and in the station Odyssey. The planned destination had caused some fears, the first images of the exoplanet Susskind and its lush vegetation looking like the terrifying jungles of South America. But their leader knew how to find the words …

Facing the pulpit, Chief-Ranger Hartley was studying the latest satellite pictures. He repressed an oath. His doubts were well founded: the Antares Confederation had landed on the first sites of the exoplanet. He will again have to complain to Commander Lewis to speed up the movement and get reinforcements. After a few minutes of reflection, he selected four landing places. The first contingent Titan would discover the charms of Susskind in now « 5… 4… 3… 2… 1… Dematerialisation ! Transfer! »

 

In Space Gate Odyssey, as soon as you have one or more space gate modules completely filled in your station, you send your present Settlers to the available Sites of the corresponding Exoplanets. Each site can only be occupied by one Settler. There are several types:

  • Basic spots
  • Advanced spots , for which a prerequisite related to the Exoplanet must be fullfilled.
  • Predominance spots, allowing influencing the domains importance within space stations.

Each exoplanet has its own conditions of placement, gain of influence and end of colonization. It is better to know each planet before landing …

Encyclopedia of exoplanets

Exoplanet K-1337 / Bose

Only the top of a giant mountain juts out above the sea of toxic clouds that covers the planet. Colonization goes level by level, as far as the summit.

A Settler can only be placed on a spot on a higher level if that spot is linked to 2 occupied Spots on the lower level. Once all sites are occupied, each settler yields 1 influence point and majority at each level yields 3 points.

Exoplanet YT-23 / Collins

Collins is icebound, except next to its volcanoes. These places provide underground energy and warm the area. Settlers should surround the volcanoes to survive.

The colonization of Collins is played when the six sites surrounding the four volcanoes are occupied or a majority is definitively acquired by a confederation around each of them. Only the most represented confederation at the foot of a volcano gains influence.

Exoplanet 99Z-z / Dirac

Dirac has a brightly lit side and a dark side. Dirac’s colonization starts with the brightly lit side, more accessible and livable. When enough Spots are occupied, the resources grow enough that colonization of the dark side can begin.

The advanced sites of Dirac stoke all the desires of influence but accessing one of them requires to first populate five basic sites. When all the basic sites are occupied, the first Confederation reaching the central site of the exoplanet ends the colonization, while gaining some additional influence.

Exoplanet RGZ6 / Fermi

Fermi is a planet with limited ore. It can be colonized provided that the surrounding satellites are used to mine the ore needed for technology, but Spots on each satellite are limited. Most Settlers are sent to the central planet.

The more a confederation occupies Fermi’s satellites the more it gains influence. But beware: the number of peripheral sites is limited and only settler per teleportation can be placed on the chosen satellite.

Exoplanet PK17 / Planck

On Planck, previous inhabitants built villages and roads, but they disappeared. Did they leave Planck or is their race extinct? This is Planck’s mystery. Settlers are going to occupy the abandoned living places and use the existing network of roads.

Once all sites are occupied, the influence on Planck is gained by having the largest group of linked sites. Each settler also reports influence.

Exoplanet A-6-T7 / Russell

The planet is predominantly ocean. Big storms happen on Russell. Only three or four islands are livable.

Being present on each island, especially with the majority, will bring you a maximum of influence. But the exoplanet Russell can not be colonized so easily: an island is no more accessible as soon as a certain number of settlers have landed, even if there are still free sites…

Exoplanet 54-4Z / Susskind

There are dangerous, even deadly species on the surface of Susskind. Settlers must live at the tops of big trees to escape this threat.

Susskind is probably the easiest exoplanet to colonize: the more sites you occupy, the more influence you gain.

Exoplanet LT-347 / Turing

Turing is a desert. But there is a network of channels where life is possible. You must follow them from the periphery to the center.

The race for influence on Turing can take two forms, depending on the number of Confederations in play. Either it’s a duel to be the first in the center, each starting from one end of the canal that runs through the exoplanet. Either it is a race to the central sites accessible only if the adjacent advanced ones are occupied, themselves being colonizable only when the peripheric basic sites are under control. The position of each settler on the channels yields more or less points.

Leader, architect et strategist

As you can see, Space Gate Odyssey requires both leadership skills, to best place your engineers and robots in the Odyssey station, as architect ones, to optimize moves and settlers transport within your space station, or even strategic skills, to choose the right exoplanet and the judicious sites where to land. Will that be enough to gain maximum influence? The next news will tell you more about the conditions of game end and victory.

Will you live up to the challenge proposed by Space Gate Odyssey? You’ll know it in less than two months now!

Similar news

0 Comments

Comments are closed