Docstoc
EXCLUSIVE OFFER FOR DOCSTOC USERS
Try the all-new QuickBooks Online for FREE.  No credit card required.

TXT

Document Sample
TXT Powered By Docstoc
					Master of Orion III Read Me

Welcome to the Master of Orion Final 1.01 Build! Refer to this document
if you encounter difficulties with one or more aspects of installation or
running the Master of Orion 3 game. Many of the problems commonly
encountered are covered here.

TABLE OF CONTENTS

1: SYSTEM REQUIREMENTS
2: DIRECT X ISSUES
3: WINDOWS XP ISSUES
4: WINDOWS ME ISSUES
5: INSTALLATION
6: RUNNING THE GAME
7: UPDATED HOTKEY LIST
8: SPECIALS
9: MANUAL PDF
10: MANUAL ERRATA
11: THE MOO3 PREFERENCES FILE
12: EULA

===================================================
1: SYSTEM REQUIREMENTS
===================================================
MINIMUM CONFIGURATION

Windows 98SE/ME/2000/XP
300 MHz Pentium II or better
128 MB RAM
8X or faster CD-ROM
800 MB Hard Drive Space
Direct X 8.1 Compatible Video Card (must be able to display
800x600x16bit)
DirectX 8.1 Compatible Sound Card
8 Player Network Play via TCP/IP (LAN or Internet)
Keyboard
2-Button Mouse
TCP/IP Internet Capable Connection Required for Multiplayer Play

RECCOMENDED CONFIGURATION
500 MHz Pentium III or better
256 MB RAM
DSL/Cable Modem for Multiplayer Play
3-Button Mouse

***Windows 95 and NT4.0 are not supported***

===================================================
2: DIRECT X ISSUES
===================================================
We highly recommend that you install DirectX 8.1 as this is known to
resolve a number of video card and sound problems as well as other
issues. Previous versions of DirectX are not fully supported. Direct X
8.1 is automatically installed by the SET UP program if you do not have
it. You can also find the latest version of Direct X 8.1 in the \Extras
folder on the CD.

===================================================
3: WINDOWS XP ISSUES
===================================================
If you are using Windows XP, you must have administrator rights to
install and run Master of Orion 3. If you have administrator rights, and
wish to give a "limited user" administrator rights, you can do this in
"Users" section of the Windows XP Control Panel.

===================================================
4: WINDOWS ME and BINK ISSUES
===================================================
On some lower end machines running Windows ME, you may experience choppy
video playback on Movies, Diplomatic Animations and System Survey Sun
animations; to rectify this, please go to the Options Screen and turn off
Game Animations. This is a known problem with BINK.

===================================================
5: INSTALLATION
===================================================
Insert Disk 1 (install CD) into the drive and wait for the AUTOPLAY to
appear; follow directions for installation. After installation is
complete, Insert CD 2 (Play CD) into the drive to launch the game.

===================================================
6: RUNNING THE GAME
===================================================
Select the START MENU, select INFOGRAMES INTERACTIVE and select MASTER OF
ORION 3.

===================================================
7: UPDATED HOTKEY LIST
===================================================
IN-GAME HOTKEY LIST
MOO3 features a variety of hotkey commands; you can reference the list of
Hotkeys in game at any time by pressing the [?] key (SHIFT-/). A complete
list of Hotkeys is outlined below.

MASTERS NOTES
You can also bring up the Masters Notes for any screen by pressing the
[M] key. [Spacebar] will cycle to next note and close it if there are no
more notes to review for that particular screen.

***MOUSE SHORCUTS***
Once you're familiar with navigating around the galaxy, you can use these
shortcuts to move more quickly to where you want to go.
MOUSE TURN PROCESSING
If you have a 3-Button Mouse, you can process a turn from any screen by
holding down the SHIFT Key and pressing Mouse Button 3 (usually the mouse
wheel button).
DEPLOY A TASK FORCE or CREATE TRANSPORT TASK FORCE
Left-click on the star in the Galaxy Map, then click the Deploy Task
Force button for Fleets or Create Ground Transport button for
transporting grunts. Note that you can only do this at a star where you
have a Mobilization Center.

LOOK AT A STAR OR PLANET
To look at all planets in a star system, double-click the star on the
Galaxy Map. This takes you to the System Screen. Note: you can only do
this if you've previously sent ships to explore the system.

To see details of one planet, double-click the planet image on the System
Screen. Note: you'll only be able to do this on planets where you have a
Colony or Outpost.

"BACK UP" TO THE GALAXY MAP
When you're on the Planet Screen or System Screen, double-click the star
(glowing sun) in order to go to the next higher screen, or simply hit
[Escape] or [-] key.

SCROLL AROUND THE MAP
Move the mouse to any edge of the screen, and the map will begin to
scroll to show you more of what's in that direction. You can also right-
click and drag the map in order to do the same thing.

ZOOMING THE GALAXY MAP
Use the mouse wheel to zoom in and out on the map.

FINDING YOUR FLEETS
>From the SHIPYARDS TAB, you can instantly go to any Task Force on the
Map by Selecting the FLEETS Panel and double-clicking on a Task Force. If
you select a System Ship Task Force, you will be taken to that Star
System where your System Ship Task Force is currently deployed.

FINDING A   STAR SYSTEM
>From the   PLANETS TAB, you can you can instantly go to a specific Star
System on   the Map by Selecting the LOCATION Panel and double-clicking on
a Planet.   You will be taken directly to the corresponding Star System.

***KEYBOARD SHORTCUTS***
The following keyboard shortcuts are supported.

NEXT TURN
Hit [Shift-Enter] to process the current turn. Note that this is disabled
if you're entering text into a text field. You can also press [Shift-
Mouse Button 3] to process the current turn.

SITUATION REPORT
The [Spacebar] will bring up the SitRep panel at any time, or close it
when it's open.

"BACK UP" TO THE GALAXY MAP
The [G] key takes you to the Galaxy Map from anywhere else in the game.
Also, when you're on the Planet Screen or System Screen, you can use the
minus [-] key or double-click the star to back up

"BACK UP" TO THE PREVIOUS SCREEN
Use the [ESCAPE] key to go to the previous screen from anywhere in the
game, except the Galaxy Map.

EXITING THE GAME
Hit the [ESCAPE] key from the Galaxy Map Screen, and you'll see the
standard exit confirmation dialog.

SCROLL AROUND THE MAP
Use the [Arrow Keys] on the keyboard to do move the view in the desired
direction. You can also move the mouse to the edge of the screen to get
the same result.

ROTATE AND PITCH THE MAP
Use the [Insert] and [Page Up] keys to rotate the map. Use [Home] and
[End] to pitch the 3D display up and down.

ZOOMING THE GALAXY MAP
Use the equal [=] and minus [-] keys to zoom in and out. You can also use
the mouse wheel, if you have one.

EMPIRE TABS
The Encyclopedia and the Empire Tabs at the bottom of the screen are tied
to the first nine function keys:
  [F1] - Encyclopedia
  [F2] - Technology Screen
  [F3] - Finance Screen
  [F4] - Empire Screen
  [F5] - Personnel Screen
  [F6] - Foreign Office Screen
  [F7] - Planets Screen
  [F8] - Shipyards Screen
  [F9] - Victory Screen

Hitting the [Tab] key when on any of these screens will move to the next
major tab (most if these screens have Two or Three tabs).

REVIEWING STARS, PLANETS, AND FLEETS FROM THE GALAXY   MAP
  [Shift-S] and [S] - Cycle Backward/Forward through   Known Star Systems
  [Shift-F] and [F] - Cycle Backward/Forward through   Fleets
  [C] - Toggles between Galaxy Map and most recently   viewed Colony

ADJUSTING THE GALAXY MAP VIEW
  [B] - Toggles border display on/off

REVIEWING ALL PLANETS ON THE PLANET SCREEN
  Comma [,] and Period [.] - Next and Previous owned planet.

***SPACE COMBAT SHORTCUTS***
PAN MAP LEFT/RIGHT/UP/DOWN
Move Mouse Pointer to Screen Borders

ZOOM MAP IN/OUT
  Move Mouse Wheel Forward/Back

SELECT TASK FORCE/PLANET/ORBITAL
  Left-click on Task Force/Planet/Orbital to select.
  Left-click and Drag over Task Force(s) to lasso them.
  Shift-click to add or remove a specific Task Force from the selection.
  Double-click or Ctrl-click on a Task Force to select all of that type.
  Click or lasso another group to deselect the first.

MOVING
Select the desired friendly Task Forces, then:
  Right-click on empty space to move there.
  Right-click on a friendly unit to move near it.
  Right-click on an enemy unit to attack it.
  Lassoing units has the same effect as left-clicking on them.
You can also use the [M] key on the keyboard and then left-click to move
to the designated location.

ATTACKING
Select the desired friendly Task Forces, press [A] on the keyboard or
click the Attack icon, then:
  Left-click a single enemy unit to attack.
  Left-click a point in space to move to that space and fire at any enemy
in range.
  Lasso a group of enemy units to attack all of them.
  Lasso a group of mixed units to attack the selected enemy units with
all of the currently selected friendly units.

GROUPING TASK FORCES
Select Task Forces and then press [Control 1–0]. Press [1-0] to select
the corresponding group, and press twice to center on that group.

Pitch, Rotate, Pan and Zoom work the same as on the Galaxy Map.
Additional camera controls are:
[TAB] - Toggles "follow" mode on/off
[ENTER] - Centers camera on the grid.

STANDARD COMMANDS
  [M] - Moves to location
  [A] - Attacks next selected opponent
  [P] - Patrols location
  [H] - Hold position
  [R] - Retreat

DISPLAY   CONTROLS
  [G] -   Toggle green grid on/off.
  [V] -   Toggle drawing Task Forces on/off.
  [T] -   Toggle drawing Task Force indicators on/off.
  [X] -   Toggle health bars on/off.
The [ESCAPE] key takes you back to the previous screen, except when at
the Galaxy Map. From there, it works the same as the Quit Game selection
from the Game Menu.

===================================================
8: SPECIALS
===================================================
ABANDONED COLONY
At one time, this was the site of a colony that belonged to your race.
It is still habitable, though there is no sign of what happened to the
previous colonists.

Increases Recreation DEA Efficiency by 10%

Chance of Finding a Small Colony is 50
Chance of Finding a Medium Colony is 35
Chance of Finding a Large Colony is 15
Cost Multiplier for Buildings in Medium Colony is 2
Cost Multiplier for Buildings in Large Colony is 4
Increases AUs in the Treasury by between 1000 and 2500

ACTIVE VOLCANOES
An unusual amount of volcanic activity exists on this planet. These
increase the cost of Terraforming this planet considerably.

Increases Planetary Terraforming Cost by between 5% and 70%

CAVERNOUS
This planet has a series of large, inhabitable caves underground.   This
allows for more colonists to live there as well as providing some
additional defense in combat.

Increases Maximum Population by 1
Increases Ground Combat Fortification Value by 2

CONTRABAND

A contraband pharmaceutical can be found here.   Each turn, it generates
extra income for the owner of the planet.

Increases AUs in the Treasury by between 5 and 50

Number of Turns until Depletion of this Special is Infinity

ELECTRICAL ACTIVITY
The high amount of electrical activity on this planet requires many
additional safeguards for any industry to take place here. As a result,
most buildings are more expensive here.

Decreases   Mine DEA Efficiency by 15%
Decreases   Bioharvest DEA Efficiency by 10%
Decreases   Military DEA Efficiency by 20%
Decreases   Spaceport DEA Efficiency by 35%
HOSTILE MICROBES
A region of this planet is infested with hostile microbes. The microbes
severely limit population growth. Safety precautions and filters make all
building more expensive here.

Increases   Building Construction Cost by between 50% and 150%
Increases   Building Maintenance Cost by between 50% and 150%
Decreases   Manufacturing DEA Efficiency by 15%
Decreases   Research DEA Efficiency by 55%
Decreases   Population Growth Rate by 67%
Decreases   Military DEA Efficiency by 25%
Decreases   Recreation DEA Efficiency by 90%

AU Cost to remove this Special is between 900 and 4000
Terraforming Cost to remove this Special is 1

HOSTILE INSECT LIFE
A region of this planet is infested with hostile insects. These insects
severely limit population growth. Safety precautions and filters make all
building more expensive here.

Increases   Manufacturing DEA Efficiency by between 10% and 70%
Increases   Mine DEA Efficiency by between 10% and 70%
Decreases   Bioharvest DEA Efficiency by 40%
Decreases   Research DEA Efficiency by 10%
Decreases   Recreation DEA Efficiency by 60%
Decreases   Population Growth Rate by 40%

AU Cost to remove this Special is between 400 and 1500
Terraforming Cost to remove this Special is 1

HOSTILE ANIMAL LIFE
A region of this planet is infested with small hostile animals. These
animals are predatory in nature and reduce population growth somewhat.

Decreases Population Growth Rate by 20%
Decreases Recreation DEA Efficiency by 30%
Decreases Bioharvest DEA Efficiency by 10%

AU Cost to remove this Special is between 200 and 700
Terraforming Cost to remove this Special is 1

LARGE HOSTILE ANIMALS
A region of this planet is infested with large hostile animals. These
animals are predatory in nature and reduce population growth somewhat.

Decreases Bioharvest DEA Efficiency by 15%

AU Cost to remove this Special is between 350 and 1700
Military Building Cost is 1

HUGE HOSTILE ANIMALS
A region of this planet is infested with huge hostile animals. These
animals are predatory in nature and reduce population growth somewhat.
Decreases Bioharvest DEA Efficiency by 20%
Increases Recreation DEA Efficiency by 15%

AU Cost to remove this Special is between 600 and 2200
Military Building Cost is 1

HOSTILE FLORA
A region of this planet is covered with hostile plant life. These plants
grow wildly and are deleterious to all known life forms. Population
growth rate as well as industry and research are negatively affected by
this.

Decreases   Bioharvest DEA Efficiency by 30%
Decreases   Manufacturing DEA Efficiency by 10%
Decreases   Research DEA Efficiency by 15%
Decreases   Recreation DEA Efficiency by 15%
Decreases   Population Growth Rate by 15%

AU Cost to remove this Special is between 200 and 2800
Terraforming Cost to remove this Special is 1

HOSTILE MINERAL DEPOSITS
A region of this planet is covered with a highly toxic chemical deposit.
Until cleaned up, this will greatly reduce Industry, research and
population grown in this region.

Decreases Mine DEA Efficiency by 40%
Decreases Manufacturing DEA Efficiency by 25%
Decreases Research DEA Efficiency by 20%

AU Cost to remove this Special is between 1200 and 4700
Terraforming Cost to remove this Special is 1

NATURAL WELLS
Natural wellsprings exist in abundance on this planet, raising the morale
of the populace. In addition, the planet is easier to Terraform then
would otherwise be the case.

Decreases Planetary Terraforming Cost by between 40% and 5%
Increases Recreation DEA Efficiency by 10%

THRIVING ECOSYSTEM
The abundance of flora and fauna on this planet has resulted in a
veritable cornucopia effect. Bioharvesting in this region is greatly
improved.

Increases Bioharvest DEA Capacity by 1

NATURAL WONDERS
A series of natural formations exist in this region.   Colonists here tend
to be happier as a result.

Increases Recreation DEA Efficiency by 1
PHARMACOPOEIA
This region has an unusual amount of rare plants useful in various
medical treatments. As a result, population tends to be healthier and
more productive here, as well as simply living longer.

Increases Bioharvest DEA Capacity by 0.5
Increases Research DEA Efficiency by 45%
Increases Spaceport DEA Efficiency by 10%
Increases Population Growth Rate by 25%
POLLUTION
A region of this planet is covered with ancient pollution.   Until cleaned
up, population growth will be dramatically decreased.

Decreases Population Growth Rate by between 80% and 20%

AU Cost to remove this Special is between 350 and 3000
Terraforming Cost to remove this Special is 1

RARE ANIMALS
A wide array of rare and unusual animals can be found in this region,
increasing research efficiency. Trade revenue is increased as well.

Increases Spaceport DEA Efficiency by 25%
Increases Research DEA Efficiency by 35%
Increases Recreation DEA Efficiency by 10%

Number of Turns until Depletion of this Special is between 100 and 600

RARE FUELS
Rare fuel types can be found in this region, increasing research
efficiency. Trade revenue is increased as well.

Increases Spaceport DEA Efficiency by 35%
Increases Research DEA Efficiency by 30%

Number of Turns until Depletion of this Special is between 20 and 125

RARE GEMS
Several rare and very pure crystals can be found in this region, making
it ideal for research. Trade revenue is increased as well.

Increases Spaceport DEA Efficiency by 65%
Increases Research DEA Efficiency by 5%

Number of Turns until Depletion of this Special is between 10 and 75

RARE METALS
Several sources of extremely rare metals can be found in this region,
which makes research more efficient. Trade revenue is increased as well.

Increases Spaceport DEA Efficiency by 20%
Increases Research DEA Efficiency by 20%
Number of Turns until Depletion of this Special is between 25 and 150

RARE PETROCHEMICALS
Rare fuel types can be found in this region, increasing research
efficiency. Trade revenue is increased as well.

Increases   Spaceport DEA Efficiency by 40%
Decreases   Bioharvest DEA Efficiency by 1
Increases   Manufacturing DEA Efficiency by 20%
Increases   Research DEA Efficiency by 10%

Number of Turns until Depletion of this Special is between 15 and 100

RARE PLANTS
Rare plants types can be found in this region, increasing research
efficiency. Trade revenue is increased as well.

Increases Spaceport DEA Efficiency by 30%
Increases Manufacturing DEA Efficiency by 10%
Increases Research DEA Efficiency by 40%

Number of Turns until Depletion of this Special is Infinity

RARE RADIOACTIVES
Rare radioactives types can be found in this region, increasing research
efficiency. Trade revenue is increased as well.

Increases   Spaceport DEA Efficiency by 30%
Decreases   Bioharvest DEA Efficiency by 1
Decreases   Population Growth Rate by 50%
Increases   Research DEA Efficiency by 30%
Increases   Manufacturing DEA Efficiency by 25%

Number of Turns until Depletion of this Special is between 10 and 150

FORCED LABOR
A source for Forced labor can be found on this region.

RANDOM TECHNOLOGY
A random technology can be found here.
Duration of this Event in Turns is 1

RESCUED LEADER
A leader has been marooned on this planet and will join your civilization
if you find him or her 1st.

Duration of this Event in Turns is 1

RANDOM RESEARCH
A cache of stored research data has been found here. Twenty-five research
points will be added at this planet for a short duration.

Increases Current Research Efficiency by between 5 and 50
REPAIRABLE STRUCTURES
A series of repairable structures are located here, reducing the cost of
building by 25%.

Decreases Building Construction Cost by 25%

Number of Turns until Depletion of this Special is between 5 and 25

PIRATES STASH
A cache of gold, jewels and other valuables have been found here. These
have been converted to AUs and the funds added to your treasury.

Increases AUs in the Treasury by between 50 and 500

RARE APHRODISIAC
A rare Aphrodisiac exists here and will increase the planets population
growth rate for a short time.

Increases Population Growth Rate by 100%

Number of Turns until Depletion of this Special is between 3 and 18

DATA CACHE
A cache of stored research data has been found here. Twenty-five research
points will be added at this planet for a short duration.

Increases Current Research Points by 25

Number of Turns until Depletion of this Special is between 8 and 40

ARCHEOLOGICAL RUINS
This region holds the ruins of an ancient city constructed by one of the
following Races; Gnolam, Elerian, Mrrshan, Bulrathi or Darlok.

Increases Current Research Efficiency by 5

Number of Turns until Depletion of this Special is between 10 and 15

DARLOK GUARDIAN
Your explorations have uncovered the devastated system of Nazin, once
home to the people of the Darlok empire. A Guardian of the New Orions now
occupies the system to keep curiosity-seekers at bay.

BULRATHI GUARDIAN
Your Task Forces have arrived at the remains of the Ursa system. This
once-proud home of the Bulrathi now lies in ruin, with a Guardian of the
New Orions standing watch and destroying those who would dare to come
here.

MRRSHAN GUARDIAN
Task Forces report the discovery of the shattered Fieras system, rumored
to have been the home system of the Mrrshan civilization. A Guardian of
the New Orions now prowls within its bounds, striking swiftly at
intruders.
ELERIAN GUARDIAN
You have stumbled upon the ruined system of Draconis, which legends say
was the seat of the vast empire of the Elerians. Now a hollow, smoldering
shell of its former glory, a lethal Guardian of the New Orions moves
between the worlds of the system, searching for trespassers.

ALKARI GUARDIAN
The scattered, broken hulls drifting through Altair reveal that you have
discovered the lost home system of the proud Alkari fleet. Now, the only
active ship in the system is a Guardian of the New Orions, a reminder of
what happens to those who dare to oppose their power.

ANCIENT BATTLE DAMAGE
This planet was heavily damaged during some ancient battle. Battle damage
is cheaper to repair than standard Terraforming, allowing this planet to
be terraformed for less than is normal.

Decreases Terraforming Value by between 90% and 20%

ECCENTRIC ORBIT
This planet has an extremely elliptical orbit, giving the planet an
exceptionally large seasonal disparity. As a result, it costs
considerably more to Terraform the planet and Bioharvesting is difficult
in the extreme.

Increases Planetary Terraforming Cost by between 20% and 100%
Decreases Bioharvest DEA Efficiency by 75%

ENTRAPPING ECOSYSTEM
Visitors to this planet must take extreme precautions against the
environment, not because it is toxic, but due to retro-virii that force
the body to become dependant on substances only found on this planet.
This greatly reduces Trade.

Decreases Government DEA Efficiency by 15%
Decreases Recreation DEA Efficiency by 95%
Decreases Spaceport DEA Efficiency by 90%

ERRATIC WEATHER
The highly erratic weather patterns on this planet make Bioharvesting
particularly difficult.

Decreases Bioharvest DEA Efficiency by between 75% and 25%
AU Cost to remove this Special is between 350 and 900
Terraforming Cost to remove this Special is 1

GEOMAGNETIC FIELDS
This planet has very strong magnetic fields. These fields interfere with
research and manufacturing, reducing both considerably.

Decreases   Planetary Terraforming Cost by between 25% and 1%
Increases   Population Growth Rate by 10%
Decreases   Manufacturing DEA Efficiency by 20%
Decreases   Research DEA Efficiency by 50%
Decreases Military DEA Efficiency by 15%

GLOBAL STORMS
Huge, powerful storms rage across this planet constantly. Costs for
building and maintaining structures here are greatly increased while
Bioharvesting is greatly reduced.

Increases Building Maintenance Cost by between 10% and 200%
Increases Building Construction Cost by between 10% and 200%
Decreases Bioharvest DEA Efficiency by 50%

STRATOSPHERE RING
This planet has large rings around its equator. The rings reduce
Bioharvest slightly, but the rings are an excellent tourist attraction
and offer some research benefits as well.

Increases Bioharvest DEA Capacity by 0.75
Decreases Research DEA Efficiency by 50%
Increases Recreation DEA Efficiency by 15%

HOSTILE GASES
The atmosphere of this planet has significant amounts of toxins.   This
reduces the efficiency of almost all aspects of life here.

Increases   Building Maintenance Cost by between 50% and 150%
Increases   Building Construction Cost by between 50% and 150%
Decreases   Manufacturing DEA Efficiency by 10%
Decreases   Research DEA Efficiency by 10%
Decreases   Population Growth Rate by 30%
Decreases   Military DEA Efficiency by 5%

AU Cost to remove this Special is between 600 and 2200
Terraforming Cost to remove this Special is 1

RAPID ROT
A large amount of corrosive material is in the atmosphere on this planet,
increasing the cost to build and maintain structures.

Increases Building Maintenance Cost by between 20% and 200%
Increases Building Construction Cost by between 20% and 200%

SENTIENT PLANET
The life forms on this planet all share a collective mind and greatly
resent outside life forms. This reduces morale and governing efficiency
dramatically.

Decreases Government DEA Efficiency by 20%
Decreases Recreation DEA Efficiency by 75%

SPLINTER COLONY
A lost colony of your race! They are ecstatic to be reconnected to your
empire.
Maximum Population is between 1.5 and 3
===================================================
9: MANUAL PDF
===================================================
A PDF version of the manual can be found on the CD 1 in the Extras Folder
and is in a printable .PDF format. A copy of Acrobat Reader is also
enclosed.

===================================================
10: MANUAL ERRATA
===================================================
In this section, you'll find descriptions of the enhancements and design
improvements that have been made to the game since the manual was sent
off to be printed. There are new information displays on some of the
screens, and a number of modifications to the keyboard commands. In
addition, we've provided greater detail on a number of features which
were covered only briefly in the manual.

DRAGGING & DROPPING IN TASK FORCE/GROUND FORCE CREATION
Dragging and dropping between the Reserves Panel and the Assembly Queue
is no longer supported. You can still Drag and Drop within the Assembly
Queue (moving ships from pickets to escorts, for example).

THE ORION GUARDIANS
Sometimes, you will come across a ruined planet which was once the home
world for an ancient Antaran race. This home world may contain various
specials, including one of the five Antaran Xs.

Unfortunately, this world will also be protected by an Orion Guardian,
one of the tremendously powerful technologies developed by the Antarans.
This Guardian is programmed to attack and destroy any visitors to the
system. It can be defeated, but doing so requires a very large fleet
possessing significant technology beyond that with which you begin the
game.

If you encounter a Guardian and do not want to fight, select the Blockade
Planet option in the Combat Scheduler Screen. Combat will begin, but you
can then immediately Retreat before the Guardian begins shooting. When
you return to the Galaxy Map, you will be forced to leave the system and
retreat to a friendly star.

Stars that contain Guardians are not labeled as such on the Galaxy Map.
There are up to five in any given galaxy.

GALAXY MAP SCREEN
Fleet Information Popup: This panel appears when you click on any Fleet
that you control. It shows a summary of the ships in each Task Force. At
the bottom of the panel, the Disband Selected Task Force button allows
you to remove the Task Force from the map and return all of its ships to
the Reserves. They will be available again in a few turns for
redeployment. The Clear AI Orders button is useful if you decide to take
control of a fleet that was built in response to a Colonize command that
you previously issued. Clicking this button removes the selected Task
Force from AI control and removes its orders to move to a designated
location. It is now fully under your control, and the icon will therefore
move to the right of the star it's currently orbiting, if any.

The Galaxy Map shows you all the stars that you can explore in the Orion
Sector. Stars with names in your empire's color indicate that you have a
Colony there. If the name is in lower case, you have only an Outpost
(less than one population point, which means you have less than 1,000
people there). If the name is in parentheses, it means more than onerace
has an Outpost or Colony there.

The following controls are changed (see the Shortcuts section at the end
for a list of new commands):

[Enter] – Will now normalize rotation, zoom, and scroll on the Galaxy Map
[Shift-Enter] – Will now Process a Turn

Mouse right-click functions are not all implemented as described. Use
Right-click to pan the map, and use the keyboard controls to rotate and
pan.

SYSTEM SURVEY SCREEN
On the Planet Overview Panel, the Gravity value is now colored to
indicate its desirability for your race, as follows:

GREEN: Ideal
YELLOW: One or two levels away from ideal
RED: Three or more levels away from ideal

PLANET SCREEN
[Shift-Right-Click] is now used to remove items from a build queue on the
Economics Panel. You can also double-click on items, as before.

In addition to the minus [-] key, you can also use the [ESCAPE] key to
return to the previous screen (Galaxy Map, SitRep, or Planets Screen).

The comma [,] and period [.] keys will take you to the next and the
previous planet that you own. If you got to the Planet Screen from the
Planets Screen, then these keys will show you only the planets selected
on that screen. Thus, if you set the Filters on the Planets Screen to
show only Close Environment planets that you own, you'll only see the
Green worlds when you use these keys.

There are now three new items listed with the icons on the right-hand
side of the screen. These are:

DEA Employment: these two   numbers   show the number of population points
currently employed on the   planet,   and the number of jobs available.
Ideally, of course, these   numbers   will be equal. If DEAs are less than
fully staffed, production   will be   proportionally reduced at all DEAs on
the planet.

DEA Productivity from Population: This percentage represents how
effectively the planet is using the population in DEAs. If the number is
less than 100%, it means that there are too few population points on this
planet to work all of the possible jobs. It can also get much greater
than 100%. This means that you're getting the benefit of technological
boosts to productivity which makes each individual count as more than
one.

If you have extra population, they're essentially placed into
"supporting" roles within your industrial base, though there's a
diminishing return as the excess increases. They will increase your DEA
Productivity, but less so as the total number of extra people increases.

Unrest: the Unrest is now displayed in this section for easier
readability. The values are the same as before.

SPACE COMBAT SCREEN
In Space Combat, you now see numbers which show how many points of damage
were done to the target. These are only shown if the attack succeeded in
hitting the target. The color depends on what was damaged:

BLUE: Shield hit. No damage to the ship itself
YELLOW: Armor hit. Some armor was destroyed
RED: Hull damage

Maneuver and concentration of force are important in space combat. If you
are not being targeted by anybody in the battle, you will get damage and
accuracy bonuses to all of your direct-fire weapons because you have the
time to aim carefully. If you are being targeted by two or more groups,
your accuracy goes down.

>From a practical standpoint, this means that you'll have a significant
advantage in combat if you can use two Task Forces to gang up on a single
opposing force. For example, Long Range Space Superiority Task Forces can
reduce the effectiveness of enemy fleets in a given battle by keeping
them engaged while your Short Range ships close in, giving them a slight
advantage during the risky approach when they're still too far away to
engage.

In order to do combat against a planet, it must at least have a Colony.
You cannot engage in Space Combat against a planet which only has an
Outpost.

Note: right-clicking the mouse in Space Combat does not rotate, tilt or
pan the view. For a complete list of Space Combat mouse and keyboard
commands, see the Shortcuts section at the top of this file.

PERSONNEL SCREEN, ESPIONAGE PANEL
Note that you can only build a single spy at a given time.

FINANCE SCREEN
The manual refers to a "Confirm" button. The actual text for the button
now says "Close." Functionally, there is no difference.

TECHNOLOGY SCREEN
Using the Research sliders: The sliders for the six Schools work a little
differently when you click and drag the control versus when you use the
left/right arrows. If you use the arrows, the budget for the current item
will be increased by 1%, and the budget for the next School with funds
allocated will be reduces by that same amount. This will repeat until
that School's funding is exhausted, at which point funds will be taken
from the next School in sequence. If you use the slider, however, you're
able to change the setting by much more than 1% in a single action. In
that case, the code will attempt to balance the effect of the change
across all currently budgeted schools, so you'll probably see all five
other sliders move if you make a significant alteration.

You can use the Lock buttons to the right of each School slider to
prevent that slider from moving while you adjust another.

RESTARTING FROM A SAVED GAME
If you experience a problem with the game in either solitaire or
multiplayer play, you should first try to exit the game and restart from
the most recent saved game. This will very often resolve the problem,
allowing you to take a slightly difference course in order to avoid the
problem the next time.

This process works for both solitaire and multiplayer games.

-----------------------------------------------------------------
EXPLANATIONS AND CLARIFICATIONS

SOLE SUPERPOWER OPTION
There is no longer a check-box next to the Sole Superpower victory
condition on the Game Setup screen. This is because eliminating all of
your opponents in the Galaxy is always a victory condition (in effect,
you've made yourself the de-facto President of the Senate).

PIRACY
Each inhabited region in your system generates one point of piracy.

For each hull size of combat ships in the system, piracy is reduced by
one (so the smallest ship, a Hawk, will eliminate piracy in a newly
colonized system). Orbitals and System Ships also contribute to piracy
reduction in the same manner.

Planetary Shields reduce piracy by 1/10 of their Strength, so once you
get this technology it's a good idea to build them soon. They'll pretty
much eliminate piracy in your systems.

THE OPPRESSOMETER
Note that the Oppressometer setting will affect your Heavy Foot of
Government. The higher you set it, the greater the chance on any given
turn of there being an increase in the HFOG level for your empire. The
chance of an increase is a number of percent equal to the Oppressometer
setting (which ranges from 1 to 10). A mid-range setting will result in a
5% chance of increase each turn.


HOW DEAS WORK
DEAs, or Dominant Economic Activities, let you determine the economic
zoning of the planet. Each region of the planet can support 2 DEAs and
one spaceport DEA. Your planetary viceroy will automatically create new
DEAs, as needed, based on the development policies that you have
established. But you can also set up your own, if you want.

Terrain affects the efficiency of some DEAs. Mining is best in
Mountainous regions, and Bioharvesting (Farming) works best in Plains.
Note that this is reversed for the Silicoids, whose Bioharvesting works
best in Mountains and Mining in Plains. And terrain has no effect for the
Cybernetics.

Mineral Richness also affects Mining efficiency. Fertility affects
Bioharvesting efficiency.

In addition, some races and species have modifiers which affect
efficiency, and there are various buildings and Achievements which affect
it.

All DEAs start with a Capacity of 1. This will increase as your planetary
viceroy builds new capacity-enhancing buildings in that DEA. Think of
capacity as representing the size of the facilities: warehouses,
factories, and so on.

DEAs require population to run. The amount depends on the type of DEA and
the number of capacity-enhancing buildings it contains. Efficiency-
enhancing buildings do not require population -- they just make the
existing facilities more productive.

If you don't have enough population on a planet to completely fill all
DEA requirements, then all DEAs will produce proportionally less in
direct relation to the percentage shortfall. If you have half the number
of population points you need to run the planet, each DEA on that planet
will be producing at half its normal output.

You can see if you have enough population on a planet by going to the
Planet Screen and looking at the DEA Productivity from Population number.
If it's less than 100%, you don't have enough population. If it's more
than 100%, either you have extra population or you're getting benefits
from efficiency-enhancing technologies.

If you have extra population, they're essentially placed into
"supporting" roles within your industrial base, though there's a
diminishing return as the excess increases. You can only have so many
personal attendants, after all.
A NOTE ABOUT FLUS
Robots do not necessarily go onto the planet that built them. They belong
to the empire as a whole, and are therefore more like ships than like
DEAs.

When you build a robot, it goes to the empire to distribute. To find them
on a planet, look in the Demographics tab. They show up as a count of
robotic workers. Also, the robots wear out after a while. Therefore, that
count can and will go down over time.
This is true of all types except Economic FLUs, which stay in the empire
and generate money. The amount of money can be found in the Empire's
Finance->Ledger panel.

MAKING GRANTS TO PLANETS
The Budget Panel of the Finance Screen allows you to give grants to
planets from the Empire level. These are very useful in building up the
infrastructure of your growing civilization. Here's how they work:

There is a slider on this screen labeled Grants to Planets. Funds
provided here are distributed to planets which request them for various
purposes. Poor planets (those with little in the bank and little income)
will ask for grants. Those which are spending too much because of player
actions will also ask for grants (i.e. the player has increased the
Terraforming slider on a given planet, and that planet does not have
sufficient funds to spend the desired amount).

The Empire will rank the requests based on the Univalue of each planet,
and will then select the ten planets with the lowest Univalues to receive
the allocated funds. These will be placed into the planetary bank, and
will be available for use on the following turn.

The Univalue (represented by a circle around the planet) shows the
relative development of that planet by the civilization that controls it,
based on that civilization's maximum technological abilities in the areas
of economic development, environmental development, population size, and
military defense.

Note: not all grant monies will reach individual planets. The government
bureaucracy takes a little off the top, so don't be surprised if not all
of your 100 AU grant gets distributed to the planets. If you notice that
significant amounts of money are being lost in this way, it may be more
effective for you to lower empire-wide taxes and raise taxes on planets
to compensate. Money is always transferred in a more efficient manner
when it stays local.

DIPLOMACY: PAYING TRIBUTE
When a Pay Tribute is exchanged via Diplomacy, the trade value is
perceived to be 1% of the GDP of the paying Civilization. The amount per
turn traded is 1/18 of that, or about .06%. The amount is fixed for the
duration of the tribute.

For Unconditional Surrender, the payment is a (fixed) random 3-8% of
current income for the length of the enforced peace. For Conditional
Surrender, the payment is a (fixed) random 1-3.5% of current income for
the length of the enforced peace. Armistice and Peace Accord have no
payment.

GOVERNMENT SERIES
Government types are now divided into three major Series: Absolutist,
Representative, and Collectivist. Not all government types are available
to you at the start of the game. You will begin with a government type
that is typical of your species, and may be able to improve it through
research and through carefully planned changes in government type during
the game.

The types are listed here in approximate order of increasing
sophistication:

ABSOLUTIST SERIES
  Despotism
  Monarchy
  Oligarchy
  Constitutional Monarchy

REPRESENTATIVE SERIES
  Corporate
  Democracy
  Parliamentary
  Republicanism

COLLECTIVIST SERIES
  Hive
  Unification

BUILDING TASK FORCES AND SHIPS
The various Task Force sizes have been changed since the release of the
manual, for gameplay purposes. They are now as follows:

  Detachment: 1-2 ships
  Squadron: 3-4 ships
  Flotilla: 5-7 ships
  Wave: 8-10 ships
  Pack: 11-14 ships
  Armada: 15-18 ships

Creating larger ships requires that you have certain buildings on the
planet that will be making the ships. For each of the buildings listed
below, you will increase the maximum available hull size by one. If you
have all of these buildings, you will therefore be able to build ships of
the largest possible size:

  Basic Systems Module
  Space Environment Module
  Matter Conversion Module
  Materials Processor
  Automated Assembly Module
  Project Management Systems
  Societal Workplace Module
  Orbital Access Module
  Space Dock Extension
  Military Design Center

INTEREST ON SAVINGS
There is no longer any interest paid on the balance of funds in the
player's bank at the end of a turn. Interest must still be paid on any
outstanding debt balance, however.
CONTROLLING UNREST
To lower unrest, experiment with these techniques (note that each planet
and each race will differ in their needs, so you'll have to adapt the
approach to your unique situation):

1. Lower the tax rate, either across the galaxy or on this planet.

2. Build more Government DEAs on this planet (the people will be somewhat
less rebellious if you're providing more services locally).

3. Reduce your industrial output and research if they're being overdriven
(working your people too hard will make them restless).

4. Put more military forces on the planet (people will behave better when
they know there's a price for disobedience).

5. Build some Recreation DEAs on the planet.

6. Improve your policy toward Forced Labor units, or eliminate them
entirely.

7. Lower the setting on your Oppressometer. This will increase the odds
of trouble from enemy spies, but will make your people happier.

8. Allocate money toward Unrest Reduction at the Empire level.

9. Wait. Some things, such as changes in government type, will cause
short-term unrest that lasts five to ten turns. As people grow accustomed
to the new status quo, their level of discomfort will drop significantly.

CONTROLLING SPYING
Other empires know that one good way to knock down their opponents is to
send Spies. The Orions are especially prone to doing this.

You can defend yourself from Spies in a number of ways:

1. Increase the setting on the Oppressometer. This has a direct effect on
the likelihood of enemy spies getting into your empire and of getting
caught. And catching spies helps you determine who's sending them, if you
can make them talk. However, increasing this setting will increase Unrest
in your empire, and also increases the chance of a rise in your Heavy
Foot of Government.

2. Recruit Spies and leave them unassigned (via the Espionage Panel on
the Personnel Screen). Unassigned Spies are placed on anti-espionage
duties within your empire.

3. Threaten the empire which is sending Spies to you. They may back off
militarily or reduce spying. There's no guarantee of what they'll do, but
it will probably improve matters for you in some way.
4. Establish solid treaties and alliances with other empires. The more
they like you (positive Casus Belli and/or Current Relations, as shown on
the Victory Screen), the less they'll be interested in spying on you.

Note that your enemies understand the value of disrupting your economy,
and are smart enough to send Spies when at war with you, knowing that
they may get lucky and do some serious damage. Be wary.

MAINTENANCE COSTS
Nothing comes for free. Even after you build a ship or a missile base,
there are continuing costs for maintenance. Even in this advanced
technological universe, the roof still leaks sometimes, and light bulbs
still need replacing from time to time.

Maintenance costs in MOO3 are computed as follows:

Buildings: 5% of initial PP cost, translated into AUs (so if the building
cost 100 PPs, maintenance would be 5 AUs per turn).

FLUs: 5% per turn

Spies: 5% per turn

Leaders: 5% per turn

Ships (all types): .5% per turn if activated, .1% if in Reserves

Ground Forces:
  Armies: .8% per turn, .4% if in Reserves
  Divisions: .3% per turn, .15% if in Reserves
  Corps: .2% per turn, .1% if in Reserves

COLONIZING: THE FIRST TURNS
When a colony ship lands, you'll get a Situation Report (SitRep) message
announcing the landing. If there are enough colonists on board to
colonize the given world (see below regarding colonization of Red and
Yellow planets), you'll see a second SitRep message announcing the
successful establishment of the new Colony.

You will not be able to build new structures or being manufacturing items
on the turn that the new colony is established, because your economy will
not yet be running. That requires one more turn.

If you included armed escort ships in your colonization Task Force, they
will be disbanded and returned to the Reserves upon successful
colonization of the planet.

Note: it is possible for two allied empires to colonize a single world in
the same turn. In this case, the empire which has more settlers on the
world on that turn will be deemed the owner of the planet.

COLONIZING YELLOW AND RED PLANETS
It's more difficult to establish a colony on a world whose Habitability
is either Yellow or Red. Not all settlers are able to survive the harsh
conditions.

When you land a Colony Ship on a Yellow world, the population will be
only 50% of the normal value of one population point. On a Red world, it
will be only 25%.

Therefore, it may take a little time for such worlds to build up to full
Colony status, which requires one full population point. Until then, they
will be considered Outposts, and you will not have the normal degree of
control over them. You can tell that a planet is an Outpost because its
name will be shown in lower case instead of being capitalized.

You can accelerate this process by sending multiple Colony Ships to a
single planet. Any which land prior to the turn on which it achieves full
Colony status will add their population to the planet. You cannot
colonize any planet which already has an established Colony on it. To
ensure the immediate creation of a Colony on a Red world, you can send a
Task Force with four Colony Ships.

COLONIZING MAGNATE CIVILIZATION PLANETS
You can land a Colony Ship on any planet with a Magnate Civilization.
Once you achieve 1.0 or more population points on that world, it will
become part of your empire, no different than an unoccupied world except
that it already has a significant native population that considers it to
be in the Green Habitability Zone.

If you come across a Magnate Civ on a Red 1 or Red 2 planet, it's worth
trying to get a colony there. Once you achieve minimum population for
your colony (which will take some effort), you'll have 4 or 5 population
points of workers who operate at 100% efficiency, unlike your settlers,
and who will be happy to begin building DEAs for you.

DESTROYING PLANETS
In order to completely destroy a planet, you will need a Stellar
Converter on at least one ship that survives until the Bombardment Phase
of Space Combat. In addition, the device must be mounted on a Very Heavy
Mount or something heavier in order to be considered a Planet Destroying
Weapon (it's possible, though unusual, to build a Point Defense version
of a Stellar Converter).

If you have a Planet Destroying Weapon and are bombarding a planet, the
Destroy Planet button will be enabled.

===================================================
11: THE MOO3 PREFERENCES FILE
===================================================
Master of Orion 3 uses a separate Preferences file on your hard disk to
control some less-used features that are not accessible via the Options
screen. It is an ordinary text file, named MOO3Prefs.ini. You can edit it
using Notepad, WordPad, or Microsoft Word, but be sure to save it out in
Text Only format. This section explains certain options in that file
which may be of interest to some players.
MOUSE WHEEL SPEED
The normal setting for the mouse wheel is as follows:

MouseWheelSensitivity=4

You can set this value to any number between 1 and 10. The higher the
number, the more the scrolling text region will move for the same amount
of movement on the wheel.

DISABLING THE "PUSH SCROLLING" FEATURE
Some players may prefer that the screen not scroll when the mouse is
moved to the very edge of the window, as is the default. The default
state of this option is:

galaxyPushScrollingDisabled=0

In order to turn the feature off, simply change this to:

galaxyPushScrollingDisabled=1

====================================================
12: EULA
===================================================

LICENSE AGREEMENT

***   IMPORTANT   ***

This is a legal agreement between the end user (“You”) and Infogrames
Interactive, Inc., its parent, affiliates and subsidiaries (collectively
"Infogrames Interactive”). This Agreement is part of a package (the
"Package") that also includes, as applicable, executable files that you
may download, a game cartridge or disc, or a CD-ROM (collectively
referred to herein as the "Software") and certain written materials (the
"Documentation"). Any patch, update, upgrade, modification or other
enhancement provided by Infogrames Interactive with respect to the
Software or the Documentation, or bonus game provided by Infogrames
Interactive at no extra charge as part of the Package, shall be included
within the meanings of those terms, for the purposes of this Agreement,
except to the extent expressly provided below.

BY DOWNLOADING OR INSTALLING THE SOFTWARE, YOU ACKNOWLEDGE THAT YOU HAVE
READ ALL OF THE TERMS AND CONDITIONS OF THIS AGREEMENT, UNDERSTAND THEM,
AND AGREE TO BE BOUND BY THEM. YOU UNDERSTAND THAT, IF YOU PURCHASED THE
PACKAGE FROM AN AUTHORIZED RESELLER OF INFOGRAMES INTERACTIVE, THAT
RESELLER IS NOT INFOGRAMES INTERACTIVE’S AGENT AND IS NOT AUTHORIZED TO
MAKE ANY REPRESENTATIONS, CONDITIONS OR WARRANTIES, STATUTORY OR
OTHERWISE, ON INFOGRAMES INTERACTIVE’S BEHALF NOR TO VARY ANY OF THE
TERMS OR CONDITIONS OF THIS AGREEMENT.

If You do not agree to the terms of this Agreement, do not download or
install the Software and promptly return the entire Package to the place
You obtained it for a full refund. If you should have any difficulty in
obtaining such refund, please contact Infogrames Interactive Technical
Support at 425-951-7108. Failure to return the entire Package within 30
days of the purchase date shall be presumed to constitute acceptance of
the terms and conditions of this Agreement.

CONSUMER SAFETY WARNINGS AND PRECAUTIONS STATEMENT:

Epilepsy Warning

WARNING

READ THIS NOTICE BEFORE YOU OR YOUR CHILD
      E THIS SOFTWARE

A very small portion of the population have a condition which may cause
them to experience epileptic seizures or have momentary loss of
consciousness when viewing certain kinds of flashing lights or patterns.
These persons may experience seizures while watching some kinds of
television pictures or playing certain video games. Certain conditions
may induce previously undetected epileptic symptoms even in persons who
have no history of prior seizures or epilepsy.
If you or anyone in your family has an epileptic condition or has
experienced symptoms like an epileptic condition (e.g. a seizure or loss
of awareness), immediately consult your physician before using this
Software.

We recommend that parents observe their children while they play games.
If you or your child experience any of the following symptoms: dizziness,
altered vision, eye or muscle twitching, involuntary movements, loss of
awareness, disorientation, or convulsions, DISCONTINUE USE IMMEDIATELY
and consult your physician.

FOLLOW THESE PRECAUTIONS WHENEVER USING THIS SOFTWARE:

? Do not sit or stand too close to the monitor. Play as far back from the
monitor as possible.
? Do not play if you are tired or need sleep.
? Always play in a well-lit room.
? Be sure to take a 10- to 15-minute break every hour while playing.

Repetitive Strain Statement

     CAUTION

Some people may experience fatigue or discomfort after playing for a long
time. Regardless of how you feel, you should ALWAYS take a 10- to 15-
minute break every hour while playing. If your hands or arms become tired
or uncomfortable while playing, stop and rest. If you continue to
experience soreness or discomfort during or after play, listen to the
signals your body is giving you. Stop playing and consult a doctor.
Failure to do so could result in long term injury.
If your hands, wrist or arms have been injured or strained in other
activities, use of this Software could aggravate the condition. Before
playing, consult a doctor.

Motion Sickness Statement

     CAUTION

This Software generates realistic images and 3-D simulations. While
playing or watching certain video images, some people may experience
dizziness, motion sickness or nausea. If you or your child experience any
of these symptoms, discontinue use and play again later.

LIMITED LICENSE: You are entitled to download or install, and operate
this Software solely for your own personal use, but may not sell or
transfer reproductions of the Software or Documentation to other parties
in any way. You may download or install, and operate one copy of the
Software on a single terminal connected to a single computer. You may not
network the Software or otherwise use it on more than one computer or
computer terminal at the same time.

INTERNET-BASED PLAY; CHAT: This Software may include Internet-play
features. If You choose to use such features, You will need to access the
Internet. The Software or Documentation may also suggest links to certain
Software-related web sites, including web sites operated by Infogrames
Interactive or third parties. Your access to web sites operated by
Infogrames Interactive is subject to the terms of use and privacy
policies of such web sites. Children should check with a parent or
guardian before accessing the Internet, including without limitation any
chat function, on-line “arcade,” or em@il Game. Internet game play may
occur through one or more independent gaming or other web sites (each a
“Web Site”), including without limitation the MSN Gaming Zone run by the
Microsoft Corporation. Infogrames Interactive does not review or control,
and disclaims any responsibility or liability for, the functioning and
performance of any Web Site, the terms of use of any Web Site, the
privacy policies of any Web Site, and any content on or available via a
Web Site, including, without limitation, links to other web sites and
comments or other contact between users of a Web Site. Infogrames
Interactive does not endorse the Web Sites merely because a link to the
Web Site is suggested or established. Infogrames Interactive does not
monitor, control, endorse, or accept responsibility for the content of
text or voice chat messages, if applicable, transmitted through the use
of the Software. Use of the chat function, or other content or services
of any Web Site is at Your own risk. You are strongly encouraged not to
give out identity or other personal information through chat
transmissions.

OWNERSHIP; COPYRIGHT: Title to the Software and the Documentation, and
patents, copyrights and all other property rights applicable thereto,
shall at all times remain solely and exclusively with Infogrames
Interactive and its licensors, and You shall not take any action
inconsistent with such title. The Software and the Documentation are
protected by United States, Canadian and other applicable laws and by
international treaty provisions. Any rights not expressly granted herein
are reserved to Infogrames Interactive and its licensors.

OTHER RESTRICTIONS: You may not cause or permit the disclosure, copying,
renting, licensing, sublicensing, leasing, dissemination or other
distribution of the Software or the Documentation by any means or in any
form, without the prior written consent of Infogrames Interactive. You
may not modify, enhance, supplement, create derivative work from, adapt,
translate, reverse engineer, decompile, disassemble or otherwise reduce
the Software to human readable form.

LIMITED WARRANTY:

Infogrames Interactive warrants for a period of ninety (90) days
following original retail purchase of this copy of the Software that the
Software is free from substantial errors or defects that will materially
interfere with the operation of the Software as described in the
Documentation. This limited warranty: (i) applies to the initial
purchaser only and may be acted upon only by the initial purchaser; and
(ii) does not apply to any patch, update, upgrade, modification, or other
enhancement provided by Infogrames Interactive with respect to the
Software or the Documentation or to any bonus game provided by Infogrames
Interactive at no extra charge as part of the Package, which are provided
on an AS IS BASIS ONLY. EXCEPT AS STATED ABOVE, INFOGRAMES INTERACTIVE
AND ITS LICENSORS MAKE NO OTHER WARRANTY OR CONDITION, EXPRESS OR
IMPLIED, STATUTORY OR OTHERWISE, REGARDING THIS SOFTWARE. THE IMPLIED
WARRANTY THAT THE SOFTWARE IS FIT FOR A PARTICULAR PURPOSE AND THE
IMPLIED WARRANTY OF MERCHANTABILITY SHALL BOTH BE LIMITED TO THE NINETY
(90) DAY DURATION OF THIS LIMITED EXPRESS WARRANTY. THESE AND ANY OTHER
IMPLIED WARRANTIES OR CONDITIONS, STATUTORY OR OTHERWISE, ARE OTHERWISE
EXPRESSLY AND SPECIFICALLY DISCLAIMED. Some jurisdictions do not allow
limitations on how long an implied warranty or condition lasts, so the
above limitation may not apply to You. This limited warranty gives You
specific legal rights, and you may also have other rights which vary from
jurisdiction to jurisdiction.

If you believe you have found any such error or defect in the Software
during the warranty period, call Infogrames Interactive Technical Support
at 425-951-7108 between the hours of 8:00 a.m. and 6:00 p.m. Monday
through Friday (Pacific Time), holidays excluded, and provide your
Product number. If a return is determined as necessary, a Return
Merchandise Authorization Number (RMA#) will be issued to you. Send your
original CD-ROM disc, game cartridge or disc, or, if applicable, the
executable files that you downloaded, along with the RMA#, a dated proof
of purchase, your full name, address and phone number, to Infogrames
Interactive, Inc., Attn: TS/CS Dept., 13110 NE 177th Place, Suite # B101,
Box 180, Woodinville, WA 98072-9965.

If you have a problem resulting from a manufacturing defect in the
Software, Infogrames Interactive’s and its licensors' entire liability
and Your exclusive remedy for breach of this limited warranty shall be
the replacement of the Software, within a reasonable period of time and
without charge, with a corrected version of the Software. Some
jurisdictions do not allow the exclusion or limitation of relief,
incidental or consequential damages, so the above limitation or exclusion
may not apply to You.

LIMITATION OF LIABILITY

INFOGRAMES INTERACTIVE AND ITS LICENSORS SHALL NOT BE LIABLE FOR SPECIAL,
INCIDENTAL, CONSEQUENTIAL, EXEMPLARY OR OTHER INDIRECT DAMAGES, EVEN IF
INFOGRAMES INTERACTIVE OR ITS LICENSORS ARE ADVISED OF OR AWARE OF THE
POSSIBILITY OF SUCH DAMAGES. IN NO EVENT SHALL INFOGRAMES INTERACTIVE'S
AND ITS LICENSORS' AGGREGATE LIABILITY EXCEED THE PURCHASE PRICE OF THIS
PACKAGE. Some jurisdictions do not allow the exclusion or limitation of
special, incidental, consequential, indirect or exemplary damages, or the
limitation of liability to specified amounts, so the above limitation or
exclusion may not apply to You.

GENERAL: This Agreement constitutes the entire understanding between
Infogrames Interactive and You with respect to subject matter hereof. Any
change to this Agreement must be in writing, signed by Infogrames
Interactive and You. Terms and conditions as set forth in any purchase
order which differ from, conflict with, or are not included in this
Agreement, shall not become part of this Agreement unless specifically
accepted by Infogrames Interactive in writing. You shall be responsible
for and shall pay, and shall reimburse Infogrames Interactive on request
if Infogrames Interactive is required to pay, any sales, use, value added
(VAT), consumption or other tax (excluding any tax that is based on
Infogrames Interactive's net income), assessment, duty, tariff, or other
fee or charge of any kind or nature that is levied or imposed by any
governmental authority on the Package.

EXPORT AND IMPORT COMPLIANCE: In the event You export the Software or
the Documentation from the country in which You first received it, You
assume the responsibility for compliance with all applicable export and
re-export regulations, as the case may be.

GOVERNING LAW; ARBITRATION: This Agreement shall be governed by, and any
arbitration hereunder shall apply, the laws of the State of New York,
U.S.A., excluding (a) its conflicts of laws principles; (b) the United
Nations Convention on Contracts for the International Sale of Goods; (c)
the 1974 Convention on the Limitation Period in the International Sale of
Goods (the “1974 Convention”); and (d) the Protocol amending the 1974
Convention, done at Vienna April 11, 1980.

Any dispute, controversy or claim arising out of or relating to this
Agreement or to a breach hereof, including its interpretation,
performance or termination, shall be finally resolved by arbitration. The
arbitration shall be conducted by three (3) arbitrators, one to be
appointed by Infogrames Interactive, one to be appointed by You and a
third being nominated by the two arbitrators so selected or, if they
cannot agree on a third arbitrator, by the President of the American
Arbitration Association ("AAA"). The arbitration shall be conducted in
English and in accordance with the commercial arbitration rules of the
AAA. The arbitration, including the rendering of the award, shall take
place in New York, New York, and shall be the exclusive forum for
resolving such dispute, controversy or claim. The decision of the
arbitrators shall be binding upon the parties hereto, and the expense of
the arbitration (including without limitation the award of attorneys'
fees to the prevailing party) shall be paid as the arbitrators determine.
The decision of the arbitrators shall be executory, and judgment thereon
may be entered by any court of competent jurisdiction.

Notwithstanding anything contained in the foregoing Paragraph to the
contrary, Infogrames Interactive shall have the right to institute
judicial proceedings against You or anyone acting by, through or under
You, in order to enforce Infogrames Interactive’s rights hereunder
through reformation of contract, specific performance, injunction or
similar equitable relief. For the purposes of this Paragraph, both
parties submit to the jurisdiction of, and waive any objection to the
venue of, the state and federal courts of the State of New York.

				
DOCUMENT INFO
Shared By:
Categories:
Tags:
Stats:
views:27
posted:11/6/2012
language:Unknown
pages:29