IDIOT'S GUIDE TO FED2

PLANETARY CONSTRUCTION

ADDING MORE PLANETS TO YOUR SYSTEM

When you promote to Mogul, you are allowed to add a second planet to your system. It's not obligatory, you can stay with just one planet if you prefer, but if you do decide to expand your system, you can add the second planet at any time after you promote.

Auto-linking a New Planet

You can use the ‘COLONIZE’ command to auto-link a second planet, and it will appear in the game at the next reset.

The command is ‘COLONIZE PLANET planetname TYPE planettype’ where planetname is what you want to call the new planet, and planettype is which of the stock planets you want to use: water, fire, ice, habitat, rock or my favourite, candy.

For example: colonize planet new world 2 type fire.

The planet name must be unique, up to 32 characters long, and can contain spaces. It can contain letters and numbers but must start with a letter. So World Number 2 would be fine, but 2nd World would not. No punctuation or other symbols, and none of the reserved words: system, planet or type.

This command will only work if your space map confirms to the template used for the stock star systems: the interstellar link must be in location 460, and the location for the new planet’s orbit (461) must be empty. If your space map doesn’t match these requirements, you will have to make your own map as explained below.

A few ranks later, at Gengineer, you can add another planet to act as your biological asteroid. Plutocrats can then have a fourth agri planet when you form your cartel - and can also purchase a fifth planet which can be either agri or bio, for the cost of 4 slithy toves. At the moment third and subsequent planets have to be linked manually, so you will need to create the files using the workbench.

If there's some reason you cannot use the Workbench at all, because you don't have a Windows or Mac computer, or you are partially sighted or blind and cannot use this kind of software, then you can ask us to do the work for you. Email feedback@ibgames.com and ask for details.

Adding a New Planet Manually

If you can’t use the auto-link command because you designed your system from scratch, then to add another planet to your system, you design the new planet just like you did the first one. The new planet should have an exchange, and it can also have a hospital/insurance office, although if players die anywhere in your system they will always be transported to the hospital that is on the planet that is loaded last.

You need to amend your space map, adding an orbit location for the new world somewhere on the map, and then add that orbit location number to the map information for the new planet map. When adding the orbit to your space map, you are advised to put it reasonably close to your first planet. Even though you can use the remote trading controls to fiddle with your planets' economies, you are still going to spend a lot of your time commuting between the two. Remember to set the space property on the new orbit location.

Don't forget to check over the rest of the space locations, to make sure that mention of the new planet and its location is made somewhere - otherwise players won't be able to find it easily!

If you want to add a new stock planet to your system then you can follow the step-by-step guide on the website at http://www.ibgames.net/fed2/workbench/stock/index.html.

Increasing Your Location Allowance

Adding a new planet to your system means you will need an increase in your location allowance:

Yes, that's complicated, so here's a table to make it easier to follow:

Rank

Basic loc allowance

Extra locs bought with 2 slithy toves per planet

Max possible locations at this rank

Founder/Engineer

50

30

80

Mogul

130

30 per planet = 60

190

Gengineer

180

30 per planet = 90

270

Plutocrat

230

30 per planet = 120

350

When you're ready, send in the space map and the new planet files to feedback@ibgames.com, giving the system name, the new planet name (which obviously must be different from the original planet) and your character name.


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