EMPEROR OF THE FADING SUNS

NOVA

Nova Version 1.0 - This file last updated November 3, 1997

1. What is Nova?

Nova is a new, unofficial version of Segasoft/Holistic's computer game "Emperor of the Fading Suns". We believe that EFS is potentially a great game, which has been released without sufficient testing. As a result, it still contains many flaws. Nova is our attempt to fix as many of these flaws as we can, by creating new versions of the game's data files. Since we do not have access to the game's source code, we cannot possibly fix ALL of the flaws. Our main objective is to improve the balance of the game.

In Nova, many of your old strategies will no longer work as well as before. We encourage you to try out units and options which you have previously rejected as ineffective. With Nova, you can expect a much more challenging game. Beginners beware! 

 

2. Who produced Nova?

Nova was produced by 5 fans of EFS, who have no connection whatsoever with Segasoft or Holistic:-

 * Richard Wein (richard.wein@virgin.net)

 * Jason Holbrook (corsair@ccia.com)

 * Mike Nadeau (mikeandkaren@ainop.com)

 * Dag Staalhandske (dag.staalhandske@swipnet.se)

 * Klaus Borek (Borek@brn.pvtnet.cz)

 

3. How do I obtain Nova?

Nova is available free of charge to anyone who wants it. You can download it from the Nova web site. At this web site, you will also be able to obtain the latest information on the progress of the Nova project. We consider this to be an experimental project, so don't be surprised if you find some problems with Nova. We would like to receive your comments on Nova, whether favorable or unfavorable (but hopefully constructive).

 

4. How do I install Nova?

You will have downloaded Nova in the form of a zip file called NOVA1_0.ZIP ("1_0" corresponds to the version number, 1.0). Use an Unzip program to unzip the contents to folder \EFS\DAT (assuming you originally installed EFS in folder \EFS). The Nova data files will overwrite some of your existing EFS data files, so you may want to make a backup copy of this folder before unzipping, in case you want to go back to playing the standard EFS game later. Of course, you can always reinstall EFS from scratch if necessary.

You can also download some revised files for Bishop Holst's archive, in file ARCH1_0.ZIP. The contents of this file should be unzipped to \EFS\MANOWITZ.

Nova is designed to be used with EFS version 1.21, the latest official patch, but it will probably work with other versions.

IMPORTANT NOTE: Nova will not work with your existing saved game files, and standard EFS won't work with games saved from Nova. You can try it, but, if you run into serious problems, don't say we didn't warn you. We will try to make future versions of Nova compatible with this version, but we don't guarantee anything.

 

5. How does Nova differ from EFS v1.21?

 

5.1 Money

We believe that firebirds were too plentiful. Money has now been made a scarcer commodity. In particular:-

 * the maximum tithe skim has been reduced to 20% of its previous value;

 * the basic tax rate has been reduced to 20% of its previous value (from 10% to 2%);

 * the prices of gems, monopols and singularities have been reduced, so less money can be made from selling these resources;

 * the size of loans from the League has been reduced.


In setting the new value for the basic tax rate, we have assumed that players will usually choose the two traits which give +10 to city and unit loyalty (Noblesse Oblige and Rule of Law), since these traits are so valuable. We have therefore made these traits the defaults for all houses at the lower difficulty levels. If you want a REALLY challenging game, play at the Ridiculous difficulty level and keep the default traits.

 

5.2 Resource Production

The resource throughputs for the processing cities have been changed, primarily to make electronics and chemicals easier to produce, but monopols and singularities more difficult:-

 * Electronics: 20 energy + 10 trace = 20 electronics

 * Chemicals: 20 energy + 10 trace = 20 chemicals

 * Biochems: 10 energy + 5 chemicals + 10 exotica = 10 biochems

 * Wetware: 10 energy + 5 electronics + 5 biochems = 10 wetware

 * C-steel: 10 energy + 5 chemicals + 5 trace = 10 c-steel

 * Fusorium: 20 energy + 10 electronics = 10 monopols

 * Cyclotron: 10 energy + 10 monopols + 10 gems = 1 singularity

 

5.3 Resource Prices

The base prices for resources at Agoras have been changed, to bring them into line with the actual costs of production:-

 * Food/energy/metal: 10

 * Trace/exotica: 20

 * Chemicals/electronics: 30

 * Biochems: 85

 * Ceramsteel: 75

 * Wetware: 135

 * Monopols: 90

 * Gems: 150

 * Singularities: 3000

These are the prices at which you SELL to the Agora.

 

5.4 Disbanding Units

The rate at which the production costs of a disbanded unit are refunded has been reduced from the previous very generous 75% to a more reasonable 50%.

 

5.5 Research Costs

We see "drug" units (like the Chem Shock Legion) as a relatively low-tech alternative to "genetic" units. We have therefore reduced the research cost of Pharmaceuticals, Psychopharmacology, Combat Drugs and Grimsons Legion from 250 to 125, and made these technologies less likely to be proscribed, while increasing the cost of Genetic Manipulation, Viral DNA and Gen Warrior Legion from 250 to 400. We have also increased the cost of Fusion Beams (300), Fusion Rifles (400) and Meson Cannon (400), as the most powerful weapons should take longer to research.

 

5.6 Attack Damage Table

One of our most bitter complaints was about the way that weak units could so easily defeat much stronger ones. For example, it was not uncommon for a Cruiser to be destroyed by a Bulk Hauler. One reason for this was the poor design of the Attack Damage Table (a kind of combat results table), which favored weak units. For example, at 2-1 odds, the average damage inflicted was only 8 points more than at 1-1. This has been corrected (at least partially).

 

5.7 Terrain Effects

We felt that infantry units needed some more advantages. So we reduced the speed of tread units in forest, jungle, rivers and mountains, to give infantry more of an advantage there. We also reduced the speed of hover units in forest and jungle.

We also edited the "unitspot.dat" file to make infantry units harder to spot in certain terrains. But it's not clear if this has had any effect.

The cost to enter a swamp hex has been increased from 2 to 3 for all units.

 

5.8 Names

The names of many units and technologies have been changed, to create more consistency between the long unit names, short unit names and applied technology names.

 

5.9 New and Modified Units

We feel that many units were previously imbalanced and not worth building, while others were too powerful. As a result, we have modified the costs and attributes of many of the units in the game. Our aim has been to ensure that all units are worth building in the right circumstances. Only the major changes are listed here. For full details of all units, refer to the revised Unit Chart, which should be available from the Nova web site.

 

5.10 Indirect attack

All units with an indirect fire attack have had the accuracy of that attack reduced to 1, and the strength increased to compensate. This is so that it is impossible for them to hit Assassin units (which now have an agilty of 11). Previously, an Assassin could be blown away by artillery on his way to his victim's bed chamber!

Certain units, such as Special Forces, which specialize in covert operations, have been given an indirect attack. This does not represent artillery fire but a "first strike" capability. (Special Forces recon the area, pinpoint weak spots, and prepare the site for an attack.)

 

5.11 Direct Attack

Since mechanized units (tread, wheel, hover, crawler) are immune to close combat attack, those infantry units which had no direct attack were totally helpless against them. All infantry units have now been given a direct (in certain cases indirect) attack, even if it's only a weak one. We assume that, in the 50th century, there will be a few portable anti-tank weapons available, even to Militia.

 

5.12 AA Attack

Similarly, almost all ground units now have an AA attack. However, these AA attacks have been weakened in most cases, to encourage the use of aircraft and AA guns, which were rarely built before.

 

5.13 Close Combat

To reflect the poor performance of armor in close quarters, where infantry have the advantage, we have reduced the close combat attack of most armored units.

 

5.14 Air Unit Costs

Building air units required an unreasonable amount of metal. For example, a Strategic Bomber used as much metal as a Destroyer. We have reduced the amount of metal in the cost, and increased the electronics. Since we've also made electronics easier to produce, we hope this will encourage players to build more air units.

 

5.15 Guards and Nobles

Another major complaint has been the poor AI of the computer Houses, the Church and the League, who all leave their scepters poorly defended and vulnerable to capture. There's nothing we can do about the AI, but we have been able to strengthen the defense of these scepters in two ways:-

 * All Infantry Legions in the initial setup have been converted to Guard Legions. These are very powerful units, which cannot be moved from their starting positions and cannot be built. Regular Infantry Legions can be built as usual.

 * Nobles have been given a very powerful indirect fire capability, equivalent to that of Pestulator Artillery. If you want a rationalization for this, you can consider that it represents "portable pestulators" which have been passed down through generations of the noble's family, even after the technology to make them was lost. To prevent unauthorized use, they are voice-activated and keyed to the noble's voice, so can only be used in the presence of the noble. As well as strengthening the defense of the House's scepters, this gives players more incentive to risk their nobles in combat, something which was not previously worthwhile.

A side-effect of these changes is that some rebel cities (especially palaces) will be very hard to capture. We're not sure that this is a good thing, but it's a worthwhile price to pay for better defended scepters.

 

5.16 Undercover Units

We use the name "undercover units" to refer to Spies, Saboteurs (new unit), Assassins and Doppelgangers. These units have the following features in common:-

 * They can attack on Byzantium II before an Emperor has been declared.

 * When attacking a stack containing a noble, their close comabt ability targets the noble, to the exclusion of other units, in effect giving them an assassination capability.

 * They have a very high agility, which makes them immune to indirect fire. They can only be hit by close combat and psychic attacks.

These units are likely to be of most use in a multiplayer game, as players struggle to kill each other's nobles on Byzantium II. 

 * Spy

Move 6 Spot 12 Camo 8 Agility 11 Armor 20 PsyDef 50 Rank 9

Indirect 1/20 AA 3/10 Close 6/20

Resources: 80 Elec

Time: 2 turns/fort

Required unit: Officer

Required tech: none

Primary role: intelligence gathering. The spotting value of 12 gives it a spotting radius of 5 hexes.

 * Saboteur (new unit)

Move 6 Spot 6 Camo 8 Agility 11 Armor 20 PsyDef 50 Rank 9

Indirect 1/80 AA 3/10 Close 6/20

Resources: 50 Elec 50 Chem

Time: 2 turns/fort

Required unit: Officer

Required tech: none

Primary role: attacking military units (especially on Byzantium II before an Emperor has been declared).

 * Assassin

Move 6 Spot 6 Camo 8 Agility 11 Armor 20 PsyDef 50 Rank 9

Indirect 1/20 AA 3/10 Close 8/80

Resources: 30 Elec 30 Chem 30 Biochem

Time: 2 turns/fort

Required unit: Officer

Required tech: Assassin (which now requires Pharmaceuticals instead of Prana-Bindu)

Primary role: assassination of nobles.

 * Doppelganger

Move 8 Spot 12 Camo 10 Agility 12 Armor 30 PsyDef 10 Rank 7

Indirect 3/80 AA 5/10 Close 10/80

Resources: 20 Elec 20 Chem 40 Biochem 30 Wetware

Time: 2 turns/hospital

Required unit: Officer

Required tech: Doppelganger (which now requires Neurocellular Surgery in addition)

Fulfills the roles of all 3 other units, with superior efficiency. In addition, it can act as a noble's double: any undercover unit attacking a stack which contains a Noble AND a Doppelganger will attack the Doppelganger in preference to the Noble.

 

5.17 Emplaced Guns

Some garrison units were previously too powerful. Artillery, in particular, was regularly used as the main component of an attack force, diminishing the value of factory-built units. To remedy this, all wheeled guns (Artillery, Anti-Tank Guns and AA Guns) have been made into "emplaced" guns, with zero movement allowance. (They can still be carried as cargo.) In addition, their armor rating has been reduced to 10, and Artillery's indirect attack has been reduced to 1/60.

 

5.18 Hover Units

There was previously little difference between hover units and tread units, but the hover units were poorer value and rarely built. We have now enabled hover units to move on sea as well as on land, making them much more flexible, and permitting amphibious assaults on coastlines (previously impossible). To offset this enormous advantage, we have made hover units vulnerable to anti-aircraft fire. (This is stated to be the case in the manual, but was not true.)

 

5.19 Stealth Units

There is a major bug in the camouflage/spotting system. As a result, spotting only works correctly for space units. We haven't been able to work out exactly what's going on, but there is usually no difficulty spotting a ground, air, or naval unit, no matter how high its camouflage rating. This makes the Ranger and Stealth Tank units redundant, since camouflage is their only distinguishing feature. We have therefore removed these units from the game. There is no problem with the Stealth Ship.

 

5.20 Marauders

As far as we can see, the Marauder unit's space combat ability has no effect, making this unit redundant too. It has also been removed from the game.

 

5.21 Genetic Units

We have grouped the following three units into this category to distinguish them from other units. They rely primarily on biochems and Houses with a good supply of biochems should specialize in these units.

 * Genetic Warrior Legion

Uses the old Ranger icon

Agility 6 Armor 50 Air 3/10 Direct 5/20 Close 8/80

Resources: 35 Biochem 10 Food

Time: 2 turns/lab

Genetic Warriors represent the first crude step into genetics. Warriors are grown in a labatory vat. They are basically mindless giants who like to throw rocks and pound on things. High armor makes them formidable opponents.

 * Genetic Shock Legion (replaces old Shock Legion)

Uses the old Marauder icon

Move 4 Agility 4 Armor 80 Air 3/20 Direct 4/40 Close 5/60

Resources: 10 Metal 30 Biochem 5 Elec 10 C-steel

Time: 2 turns/fort

Required unit: Infantry Legion

Required tech: Genetic Shock Legion (which requires Combat Drugs, Genetic Manipulation and Assault Legion)

The old Shock Legion was too similiar to the Assault Legion and Heavy Infantry. This unit is designed to survive extreme situations (reflected by its high armor). Select Infantry Legions are "chosen" to undergo 2 turns of biochemical and genetic manipulation at a fort. It can operate alone, but is hampered by a slow movement rate.

 * DNA Assault Legion (new unit)

Uses the old Shock Legion icon

Move 6 Spot 4 Camo 3 Agility 5 Armor 60 Indirect 5/50 Air 3/30 Direct 4/50 Close 5/80

Resources: 10 Metal 10 Chem 30 Biochem 10 Elec 5 C-steel

Time: 2 turns/fort

Required unit: Special Forces unit

Required tech: DNA Assault Legion (which requires Viral DNA and Assault Legion)

The ultimate extension of genetic technology. The elite from the Special Forces are chosen to undergo DNA rematrixing to create a perfect biological weapon. Possessing strength and endurance far beyond the human limits, DNA soldiers carry a full complement of weaponry for any situation. They can stand toe-to-toe with the highest level Cyber units, as well as the Symbiots and Vau. 

 

5.22 Drug/Chemical Units

 * Patriots (new unit)

Uses "Peasant" icon (previously unused icon)

Move 4 Camo 1 Agility 2 Armor 30 Rank 1 Direct 1/5 Close 2/5

Resources: 10 Food 10 Chem

Time: 1 turn/any city

Required techs: Indoctrination and Pharmaceuticals

What the hell is this?!?! Well, we couldn't let the Peasant icon go to waste. Basically, the fiery rhetoric of the Church combined with an ample supply of crude mind-control drugs in the water supply combines to make a segment of the population extremely passionate about House ideals. Unfortunately, these people are virtually all talk and no action, as evidenced by their low values for agility and camo. Still, their high armor value (safety in numbers) and their low rank can provide a "human shield" for other, more important, units. Select Patriots may be chosen to become...

 * Chemical Martyrs (new unit)

Uses "Scientist" icon (previously unused icon)

Move 4 Camo 1 Agility 2 Armor 5 Rank 6 Direct 5/100 Close 5/100

Resources: 10 Metal 40 Chem

Time: 2 turns/any city

Required unit: Patriots

Required techs: Holy Warriors and Pharmaceuticals

Patriots that show exceptional spirit are recruited by the House secret police to "validate" themselves in battle. Officially, they are independent fanatics who strap explosives to themselves and seek out the "enemy". The more enemy units they can take with them to the afterlife, the greater the glory. 

 * Chem Shock Legion (Grimsons)

Move 6 Spot 3 Camo 2 Agility 5 Air 3/20 Direct 3/40 Close 7/50

Resources: 10 Metal 50 Chem 10 Elec

Time: 2 turns/hospital

Required unit: Infantry Legion

Grimsons are now more distinct from the old Shock Legion (now Genetic Shock Legion). Slightly quicker but less armored than Gen Shock. These are the most powerful infantry units then can be built without the higher-end resources. 

 

5.23 Religious Units

 * Dervishes

Armor 20 Psychic 9/100

Resources: 5 Gems only

Time: 1 turn/church

Dervishes are powerful foot units that appear later in the game. They require only one turn to be built. As part of a combined operation, their psychic attack can finish off any leftover enemy units, as well as being capable of working independently.

 * Fanatics

Air 3/20 Direct 4/30 Close 5/70 Psychic 2/10

Resources: 5 Chem 5 Elec 1 Gem

Time: 3 turns/church

The Church sometimes trains certain members of its flock to serve and protect Church ideals (much like Inquisitors). Of course, any House leader can recognize the value of these Fanatic units for his own purposes. Such is the legend of these Fanatics that any who survive the weapons phase of combat can strike again at the very hearts and minds of the enemy...

 

5.24 Light Spacecraft

All "light spacecraft" (Fighters and Torpedo Bombers) are now small enough to be destroyed by a single hit. They rarely return home damaged.

 * Space Fighter 

Agility 10 Armor 5 Direct Space 6/20

Space Fighters are designed specifically for combating the menace of Torpedo Bombers. They are less effective against capital ships.

 * Cyber Fighter

Agility 12 Armor 5 Direct Space 8/20

Resources: 10 Wetware

Time: 1 turn/hospital

Required unit: Space Fighter

Cyber pilots require 1 turn of surgery to implant wetware. Their inhuman agility and accuracy make them devastating against enemy Torpedo Bombers.

 * Space Torpedo Bomber

Agility 8 Armor 5 Direct Space 1/100

Torpedo Bombers carry a single massive torpedo. They have the power to destroy capital ships, but are vulnerable to ranged space attack and Space Fighters.

 * Martyr Torpedo Bomber

Agility 1 Armor 5 Direct Space 6/150

Resources: 5 gems

Time: 1 turn/church

Required unit: Space Torpedo Bomber

Martyr bombers are chosen to sacrifice their lives for the glory of the Church (and the House, of course). Gems are required to transport the pilots' souls to the afterlife.

 

5.25 Naval Units

 * Submarine

Move 6 Agility 19 Armor 15 Underwater 6/90 AA 0/0

Resources: 30 Metal 20 Elec

Submarines used to be vulnerable to direct and indirect fire, as well as underwater fire, making them little different from surface ships (since their high camouflage rating is of little use). Submarines are now vulnerable only to underwater fire. We have achieved this by giving Submarines a VERY high agility, and giving only underwater weapons a high enough accuracy to hit them. Submarines can now only be hit by Destroyers, Anti-Submarine Gunships (a revision of the old Gunship) and Hunter-Killer Submarines (a new unit). (Submarines can no longer be carried as cargo.)

 * Hunter-Killer Submarine (new unit)

Move 8 Agility 19 Armor 15 Underwater 19/10 AA 0/0

Resources: 30 Metal 40 Elec

Required tech: Towed Array (costs 200 research points and requires Energy Physics).

The main role of the Hunter-Killer Submarine is to attack enemy subs. It is also reasonably effective against surface naval units.

 * Anti-Submarine (ASW) Gunship (replaces old Gunship unit)

Underwater 5/50 Air 3/20 Direct 3/20 Close 3/20

Resources: 10 Metal 25 Elec

Required tech: Energy Physics

This is now a specialist aircraft for anti-submarine warfare. It is also reasonably effective against surface naval units.

 * Naval Destroyer

Underwater 5/40 Indirect 3/30

The main role of Destroyers is as escorts for Naval Transports, particularly when threatened by Submarines. However, they now also have a modest shore bombardment capability.

 

5.26 Partisans

Most rebel units are, unfortunately, static. Since Partisan units are an exception, we decided to increase their strength, giving them an indirect attack of 1/40 (representing sabotage ability) and raising their armor to 20.

 

5.27 Crawlers

In our opinion, crawler (PTS) units are giant machines, too big to be transported as cargo, so we have made them non-transportable.

 

5.28 Spy Plane (new unit)

Move 20 Spot 8 Camo 4 Ag 7 Armor 30 Air 3/20 Direct 5/20 Close 5/20

Resources: 100 Elec 20 Csteel 20 Monopol

Time: 3 turns

Maintenance: 250 Fb/turn

Required tech: Neumonic Camouflage (Neumonic Armor renamed)

Appearing near the end game, Spy Planes are very useful for scouting new planets quickly. At this point in the game, the player probably has several planets fully colonized and is engaged in military action. Spy Planes are used to ease the tediousness of planetary exploration late in the game, although the possibility exists for military application. The resource and maintenance costs remain high enough so players will choose not to needlessly risk Spy Planes in combat duty.

 

5.29 Infantry/Heavy Infantry

The standard Infantry Legion can now be built without any technology. The Heavy Infantry Legion now requires Heavy Infantry Legion technology (which didn't exist before). This technology requires Composite Armor and Monofilament. Heavy Infantry now only takes one turn to build, and does not require c-steel.

 

5.30 Cybercorp

Indirect 6/30 Air 6/10 Direct 6/10 Close 10/80

Resources: 20 Wetware

Time: 2 turns/hospital

Required unit: Special Forces

The best Special Forces are selected to undergo cyber-surgery to produce a truly fearsome unit. Can be used virtually anywhere. Indirect values here represent a devastating first-strike attack.

 

5.31 Required Units

Some units require another unit as part of their construction cost. For example, a Special Forces unit is required as part of the cost of building a Cybercorp, and must be located in the hospital where construction is to take place. (This procedure existed for just a few units in standard EFS, but has been greatly extended in Nova.) We're not yet sure whether this is a good thing. On the one hand, it makes these units more distinctive. On the other hand, it adds to the amount of "micromanagement" in the game, but, as these units are not likely to be built in large numbers, we hope this will not be too much of a problem.

There is one thing you need to watch out for. We say that the required unit for Cybercorp is Special Forces. In fact, the program will take any unit which has the same icon as Special Forces, including another Cybercorp. So, after you've built a Cybercorp, you must move it out of the hospital before building another one, or you may find yourself consuming one Cybercorp to produce another one!

************************

Emperor of the Fading Suns, Fading Suns, and the Fading Suns Universe and its distinct characters, logos, and marks are trademarks of Holistic Design, Inc. SegaSoft and the SegaSoft logo are trademarks of SegaSoft Inc. (c) 1997 Holistic Design, Inc. All rights reserved.