|
Far Reaches Campaign |
| Prepared by David Ternes | Version 4.00, 22 March 2000 |
|---|
Copyright © 1999-2000, David H. Ternes, Fort Wayne, Indiana
Starfire and Imperial Starfire are Copyright (c) by Starfire Design Studios.
Purpose
The Log File is used by Starfire Campaign players to communicate their instructions to the Space Master (Campaign Master) each turn. To minimize confusion and problems in communications, a set of conventions has been established for the preparation and use of the Log File. Players are requested to familiarize themselves with these conventions. The Space Master will not be responsible for misunderstandings due to a player completing the Log File incorrectly.
Log File Version
This write up applies to Version 4.00 of the Log File. The Version number of the Log File may be found in the upper left corner of the Moves sheet.
Description
The Log File is an Excel Workbook file. It contains a number of spreadsheets, each of which is formatted to allow the entry of certain types of orders. The file is formatted for compatibility with Excel Version 5.0 or later. This format has been selected to maximize the number of computer systems with which the file will be compatible. A printed version of this file will be made available to players who do not have computer access.
File Naming
To maximize system compatibility, the Log File's name will conform to the DOS / Windows (yuck!) convention of eight character file names, with three character extensions. The file name will consist of three parts; race identifier, log identifier, and turn number.
Race Identifier. The race identifier will be a unique, one to four character long string assigned by the Space Master to each race. It may contain letters, numbers, symbols, and/or blanks. This will identify the file as containing information for that race alone. If the race identifier is less than four characters in length, then it will usually be followed by one blank.
Log Identifier. The log identifier is always the third-to-the-last character in the file name. For the Log File this character will always be an "L". This identifies the file as a Log File, and distinguishes it from the Turn Information File, for which this letter is a "T".
Turn Number. The last two characters in the file name will be the turn number for the instructions in the Log File. For single digit turns, add a zero (0) before the turn number. When the game goes to more than one hundred turns, the Turn Number as used here will restart at "00" for turn one hundred.
File Name Extension. The file name extension or type indicator shall always be ".xls".
Example. The Turn Log file name for the Holy MMoid Empire's fifth turn would look like: "HME L05.xls".
Obtaining The Log File
The original Log File will be provided to each player by the Space Master via e-mail, or may be found at the campaign web site (http://www2.fwi.com/~dht/starfire/). All players using the computer version will be required to provide their e-mail address to the Space Master when registering for the campaign. When the file is sent, the Space Master will also inform the player of their unique race identifier for the Log File (note that the Race Identifier is not a secret, it is just a way of separating and identifying the players' files on the Space Master's computer).
Players who will use hard copy forms will be given a copy of each of the forms in the Log File.
E-Mailing The Turn Log
On-line players will submit their Log Files via e-mail. Attach the Log File to an e-mail message. Address the message to "ken49@gte.net". For the subject of the message, enter the following: "[SF2] {race name} Log ##".
| Where: | ||
| "[SF2] " identifies the message as part of Starfire Campaign #2 ([SF1] is the MMoidverse / Test Campaign). Note the blank after the closing bracket. | ||
| "{race name}" is the name of your race. Use the Race Identifier from the Log File name or the full name of the race (either is acceptable, as long as the player is consistent in usage). | ||
| "##" is the turn number which is being submitted. Use the complete turn number (i.e., not the Turn Number from the Log File name). Example (Log for the Holy MMoid Empire's fifth turn): [SF2] MMoid Log 5 or [SF2] HME Log 5 | ||
Starting A New Turn
When starting a new turn, make a copy of the original file or copy the previous turn's Log File. Make sure the Race Identifier is correct for your race and that the Log Identifier (L) is present in the file name.
Change the Turn Number to be the number of the upcoming turn. This is the number of the turn for which the orders will apply. Note that this is not the turn number on the Turn Information File sent to the player by the Space Master, but rather will be one greater than that number, as the player is initiating a new turn (ex. the Log in response to HME T05.xls would be HME L06.xls).
Players using hard copy must photocopy the forms (it is the player's responsibility to make copies of this form, the Space Master will not be funding reproduction costs). Put the required information at the top of each sheet. Submit a copy of each form each turn, even if the form is blank. This is required so that the Space Master knows he has all of the required information.
Log File Contents
The Log File contains eight sheets (and, obviously, there are eight hard copy sheets in a turn submission). These sheets are:
| Form Name | Excel Tab Name | |
|---|---|---|
| Fleet / Force Movement | Moves | CFN Shipments | CFN | Colonization | Colonization | Construction | Construct | Miscellaneous Orders | Misc. | Messages | Messages | Standard Operating Procedures | SOPs | Ship Designs | Designs |
Log File Version. In the upper left corner of the Fleet / Force Movement sheet will be the Log File Version Number ("V#.##). New versions of the Turn Log file will be needed during the course of the campaign.
Fleet / Force Movement
The Fleet / Force Movement sheet (workbook tab name "Moves") is used to record the movement of fleets or forces. Note that there are no extended movements (i.e., movements lasting beyond the current turn). A unit which needs to go farther than it can move in one turn must be given additional orders in the next turn.
Fleet or Unit. Enter the name of the fleet or other unit being moved. This name must be consistent with that provided to the Space Master when the unit was created (i.e., if you called it "1st Survey Force" when you told the Space Master to create it, enter that name, not, for example, "1st Force").
StMP Avail. Enter the maximum number of Strategic Movement Points (StMP) the unit has available for use in the current turn. Enter the full StMP available, not the number of StMP which will be used.
Initial Location / System Name. Enter the system in which the unit is at the start of the move. The System Name may be abbreviated to fit the space available.
Move 1 StMP To / System Name. Enter the Name of the system into which the unit will move from its Initial Location. This must be a system adjacent to the Initial Location. Repeat the system entries until the unit is at its destination, or has expended all of its StMP. If a unit is not using all of its StMP, the excess does not have to be recorded on the form.
If a unit wants to expend one or more movement points within a system without moving (ex. waiting to be joined by another unit, or waiting for orders to arrive), the StMP expended must be recorded. To do this, enter "Pause" in the place of a System Name. This will indicate that the unit sits in a system and time passes for that StMP rather than making a strategic movement.
Remember, when entering a binary system which is the unit's destination, you must indicate whether the unit will move to the primary (P) or secondary (S) star system. If this is not indicated, the Space Master will assume the primary system. If a specific planet is the destination of the moving unit, that may be entered in place of the final System Name.
CFN Shipments
The CFN Shipments sheet (workbook tab name "CFN") is used to record the transport of goods, equipment, or personnel, via the CFN. This form is not used for simple colonization efforts which use the CFN; that is recorded on the Colonization sheet (although such use subtracts from the available CFN capacity).
Shipment. Describe what is being shipped via the CFN. Also, if the shipment is going beyond one turn's movement, note the final destination and the number of turns of movement remaining.
Capacity Used / H. Enter how many Holds (H) are required to carry the shipment.
Capacity Used / Q. Enter how many Quarters (Q) are required to carry the shipment.
Cost (Mc). Enter the cost in megacredits for the shipment. If a shipment is going beyond one turn's movement, only the cost for the current turn must be paid in the current turn of the shipment.
StMP To Use. Enter the number of StMP required in the current movement turn.
Special Case: The requirement for H and Q capacity is halved if the total movement of a shipment is only 1 StMP (the ships make two trips in a turn). This applies only if the total distance of the transport is 1 StMP. This will not apply in the case of a shipment which must move multiple turns to reach is destination, and which requires only 1 StMP in the final turn. The cost of that final turn is the full Hold and/or Quarters needed for the entire turn.
CFN Type. Enter either "Base", "Extra", or "Gov" to indicate which part of the CFN is being used. The capacities for each part of the CFN are listed on the Misc. sheet of the race's Turn Information File.
Start Location / System Name. Enter the system in which the shipment originates in the current turn. The System Name may be abbreviated to fit the space available. For multiple turn shipments, this will be the same as the final System Name of the previous turn.
Move Via / System Name. Enter the Name of each system through which or into which the shipment is to move. The systems must be adjacent. Repeat the location entries until the shipment is at its destination, or has expended all of the currently available StMP. If a shipment is not using all of its StMP, the excess does not have to be recorded on the form.
As with the Fleet / Force Movement sheet, if a shipment is to pause during its movement, enter "Pause" in the place of a move.
Colonization
The Colonization sheet (workbook tab name "Colonization") is used to record the movement of PTU between worlds. This is used for both the initial placement of colonists, and the later addition of population to a colonized world.
This form assumes the colonists and their equipment are carried on CFN freighters and liners. If this is not the case, enter an explanation of the way the colonization will occur on the following lines.
PTU From Location / Name. Enter the name of the specific world from which the population will be removed. This must include the system name, A/B (primary/secondary) indicator, world number, and moon identifier (if appropriate). Use the name as listed on the System sheet of the Turn Information File.
PTU From Location / PU. Enter the number of PU (not PTU) on the world from which the population will be removed. Note that this is the PU before the removal of the colonists.
PTU From Location / Env. Enter the Environment (Benign, Desolate, etc.) of the world from which the population will be removed.
PTU From Location / Bonus. If the world is able to produce Bonus PTU (see Sky Marshall #2, table 15.06.01b, page 51), enter the number of Bonus PTU being used for this colonization effort.
PTU To Move. Enter the total number of PTU to move. No decimal places are allowed.
Cost / Emplacement. Enter the cost to emplace the PTU on the target world. If the colonization will require more than one turn, this cost must be paid on the first turn.
Cost / Trans. Enter the transportation cost for the colonization effort. This should normally be the cost of the H and Q used from the CFN. This will be zero (0) for In-System colonization.
Cost / Total. Normally this will be the sum of the Emplacement and Trans costs.
Movement / StMP. Enter the total number of StMP required for the whole movement of the colonists. For In-System colonization enter "In-Sys".
Movement / Turns. Enter the number of turns required for the colonization effort. This will never be less than one (1).
PTU Target Location / Name. Enter the name of the specific world to which the population will be moved. This must include the system name, A/B indicator, world number, and moon identifier (if appropriate). Use the name as listed on the System sheet of the Turn Information File.
PTU Target Location / PU. Enter the number of your race's PU (not PTU) already on the world to which the population will be moved. For new colonization, this will be zero (0). If adding to an existing colony, this is the PU before the addition of the new colonists.
PTU Target Location / Env. Enter the Environment (Benign, Desolate, etc.) of the world to which the population are being moved.
PTU Target Location / New/Add. Indicate whether this is a new colony ("New") or an addition to an existing colony ("Add"). Note that these terms refer only to your own race. Creating a colony on a world where there already exists an alien race's population is a "New" colony, not an addition.
Construction
The Construction sheet (workbook tab name "Construct") is used to order the building of ships, bases, stations, etc.
Location / System. Enter the System Name (abbreviate if needed) where the event occurs or originates.
Location / Complex. Enter the identifier of the specific construction complex where the building will occur. This must be the same as when the complex was created.
Work. Identify the type of work to be done. This should always be one of the following (from Starfire, 3rd Ed., Rev, page 54); Build, Refit, Repair, Demoth (Demothball), Disass (Disassemble), Assemble (Normal Assembly), and Assemble2 (Double Assembly).
Unit / Type. The type of unit to be built (EX, DD, CA, DSB, etc.).
Unit / Class. The class or design of the unit to be built. In the case of a refit, enter the class to which the unit will be refitted.
Unit / Name / Amount. Enter the name of the unit to be built, refit, etc. When building shuttles, deep space buoys, etc., enter the number to be built. In the case of Pre Fab units, be sure to include "Pre Fab" at the end of the name.
Cost / Design. Enter the cost of the design listed under the Unit / Class column.
Cost / Refit. If the work is for a refit, enter the cost for the refit.
Cost / New Hull. If the work is for a new hull type, enter the charge for the new hull.
Note that the charge for a new hull type is five times the normal cost of the hull. However, the Design entry already includes the normal cost of the hull. Therefore, when determining the Total Cost, do not add the New Hull entry to the Design, but rather add four times the normal hull cost to the Design value.
Cost / New Class. If the construction is for a new class, enter the cost for the new class (20% of the design cost including the New Hull cost if applicable).
Cost / Other. If any other costs apply to the construction enter them in this column. Note what the costs are in the Notes column.
Cost / Total. Enter the total to be paid for the work on the item. This may or may not be the total of the Design, Refit, New Hull, New Class, and Other columns.
Cap Asn. Enter the work capacity assigned to the task. This should be the number of hull spaces of work to be performed in the current turn. Note that this is not the same as the Base Build Rate of a shipyard or machine shop. For example, since refitting is done at double the Base Rate, a TL3 shipyard is able to refit at a rate of 32 instead of 16 hull spaces per turn..
The number of hull spaces of work devoted to a unit may be changed each turn, provided that no more than the capacity of one module (shipyard or machine shop) be allocated to any one ship or base (does not apply to space stations, asteroid fortresses, or building units which are pre fab).
Turn / Req. Enter the number of turns which the work is expected to require. Turns should be calculated in whole numbers (round all fractions up).
Turn / Done. Enter the turn number of the turn in which the last of the work on the unit will be completed. For example, if a ship will take 3 turns to complete, and is started in turn 10, then the Turn / Done entry should be 12 (i.e., work is done in turns 10, 11, and 12, with the completed unit available in turn 13).
Old. Work tasks should be kept on the Construction sheet until completed. In all turns after the one in which the task is was first entered, enter an "x" in this column to indicate that it is not a new construction item.
Notes. Use this column for any additional comments which may be necessary. In the case of refits, enter the current class or design name of the unit.
Miscellaneous Orders
The Miscellaneous Orders sheet (workbook tab name "Misc.") is used to record any actions or activities not specifically recorded on the other sheets, or to explain activites recorded on other sheets. Activities include, but are not limited to; Industrial Expansion, fleet organization / reorganization, research, commander assignments, surveys, etc. This sheet is also used to expand on orders issued on other sheets (ex. a complex movement, ordered on the Fleet / Force Movement sheet may be explained on the Miscellaneous Orders sheet). The Miscellaneous Orders sheet may be used to record any comments or special situations of which the Space Master needs to be made aware.
Location / System. Enter the System Name (abbreviate if needed) where the event occurs or originates.
Location / Body. Enter the identifier (from the Turn Information File) of the specific body in the system where the event occurs or originates. In a binary system, the "A" or "B" is required to properly identify the body. Not all order entries will required a Body entry.
Turn Done. If an order will require more than the current turn to complete, enter the turn when it should be done. For example, if training of a fleet is started in turn 30, and it will take 3 turns to complete, then enter 32 (note that this is the turn the training will be finished, not the following turn when its effect is evident).
Old. Although this sheet is primarily for the entry of new orders, incomplete orders from previous turns should also be kept on the sheet. If, as noted in the previous paragraph, an event requires more than one turn to complete, it should be kept on the Miscellaneous Orders sheet until completed. In all turns after the one in which the order is first entered, enter an "x" in this column to indicate that it is not a new order.
Description. Use this column to describe the event. Be brief, but complete. Formally correct English is not required, but the SM must be able to figure out what the order means (and remember -- he ain't that bright). When appropriate, the following special items must be noted.
SM. Leave this column blank. The Space Master uses it when processing orders to note which orders have been entered into the Starfire Assistant program.
Messages
The Messages sheet (workbook tab name "Messages") is used to record any active or new messages. A message should be kept on the sheet as long as any force is operating in accordance with the order. Remember that forces may not take actions until they receive orders to do so.
Id. Every message must have a unique identifier. An identifier has two parts. The First is the current turn number. The turn number is expressed as a three digit number (leading zeroes). This is separated from the second part by a dash (-). The second part of the message identifier is a three digit number (leading zeroes) assigned sequentially for each message in a turn, starting with "001". Thus the third message in the eleventh turn would be "011-003".
From. This identifies who is issuing the order. There are normally three sources of orders; the high command, an Imperial Command Center (ICC), or a graded admiral.
To. This identifies the unit to which the order is sent.
Ref. A message may be a reply to another message. If this is the case, enter the identifier of the message to which the current message replies.
Sent / Month, Day, Time. Indicate the Month (turn number), day within the turn (1-30), and time of day at which the message is sent. Time should be indicated as hour (1-24) / minute (0-59).
Arrive / Month, Day, Time. Indicate the Month (turn number), day within the turn (1-30), and time of day at which the message should arrive at its destination. Time should be indicated as hour (1-24) / minute (0-59). When a message is sent via the CFN, CD, or a courier ship (see Trans. Method), the number of Strategic Movement Points (StMP) expended may be entered in the Month, instead of calculating the full arrival time. In this case, strategic movement rules will determine when the message arrives.
Trans. Method. This is used to indicate how the message is transmitted. There are many methods for transmitting a message. The following keywords may be used for some of them.
| Local | - | The sender and receiver are in close proximity (ex. a ship is orbiting a world). |
| CFN | - | The message is transported by the CFN. All messages carried by the CFN are assumed to move at a speed of 4 StMP. |
| CD | - | The message is sent via a Courier Drone. |
| ICN | - | The message is sent via the Imperial Communications Network (i.e., uses DSB-Cs and DSB-NCDs). |
| Courier | - | The message is sent on a courier ship. |
If a message involves multiple methods of transmission, or some other method of transmission, this should be explained in the message text box.
Text Box. Enter the text of the message in the area provided. While it is always preferable that a message be written in game terms, the important thing is that the SM be able to understand what is to be done. Remember, in most cases, the primary purpose of a message is to justify an action being taken somewhere in the race's empire.
Notes
The Notes sheet (workbook tab name "Notes") is used by the player to record any comments, requests, etc. which are not directly related to the play of the game. Players are responsible for cleaning up this sheet, and should remove all old notes which no longer apply.
Turn. This is the turn in which the note is written.
Player Notes. This is any information, comment, request, etc. which the player wishes to send to the Space Master.
Standard Operating Procedures
The Standard Operating Procedures sheet (workbook tab name "SOPs") is used to record detailed, long standing orders for fleets or other units.
SOP Id. This is a sequential three digit number (leading zeroes), which starts with "001" for the first SOP. Each SOP receives a unique SOP Id.
Effective Turn. This is the turn number of the first turn for which the SOP applies.
Standing Operating Procedure. The text of the procedure is entered in this section. If players have really large SOPs, then any such SOP should be prepared as a separate document and sent to the SM. On the SOPs sheet enter a reference to the document.
Ship Designs
The Ship Designs sheet (workbook tab name "Designs") is used to record currently active ship designs in use by a race, and only the designs currently in use. Any design for which at least one ship exists must be included on this sheet (the SM will not create the design if it is not on this sheet). New designs are submitted on this sheet, but only when a player is ordering the building of the class or refitting ships to the class (i.e., do not include a design until it is to be used).When a design is no longer in use by a race (i.e., the race has no ships which use that design, including ships which have been mothballed), the player should inform the SM so it may be removed from the data base (this makes working with the Starfire Assistant program easier), and the design should be deleted from this sheet.
The "official" methods for determining design information are the Shipyard program and the Starfire Assistant program. Note that the Starfire Assistant program determines design values to tenths of a Mc, and may produce values slightly different than those of the Shipyard program. When any disagreement occurs, the Starfire Assistant program shall take precedence.
Turn. This column indicates the Campaign Turn in which the first unit of the class was started. For classes in existence at the start of the campaign, enter 0 (zero).
Class Name. Enter the name of the class of ships (the Design name for Starfire Assistant). Each name must be unique. Revisions to a class must include the original name plus a version indicator (ex. II, A, "v1", etc.). Exception: Space stations (but not Base Stations) which only have modules added to them are not required to have new class names assigned. Space stations which undergo complete refits must conform to the rules for other vessels.
TL. The Tech Level of the design. This should be the Tech Level of the most advanced system on the unit. Note that regardless of the Tech Level of a race, its ships may be designed to lower Tech Levels (most simple freighters are always TL 2, as they use no more advanced systems).
HS. The number of Hull Spaces in the design.
Cost. The Cost of each ship in the class in megacredits (Mc). This cost does not include modifiers such as the new class or new hull costs. When the class is first entered by the player, use the results from Shipyard or calculations "by hand". Note that Shipyard only provides Cost informat