Orbital Facilities of Alien Frontiers

By: Dennis B. B. Taylor

Exploring the Mysterious Orbital Facilities of Alien Frontiers

I’m about to take you on a surprising journey to the vast realm of Alien Frontiers. Brace yourself as we unravel the enigmatic orbital facilities that exist in this mysterious land. Trust me, it’s going to be an adventure like no other!

Now, what exactly are these orbital facilities? Let me break it down for you. These fascinating structures, hovering high above the planet’s surface, are home to mighty energy generators and state-of-the-art research labs. They exude an otherworldly aura and seem like something straight out of science fiction.

So, why are these facilities so important? Well, my friend, the answer lies in their astonishing ability to harness the planet’s raw energy. Thanks to these remarkable generators, Alien Frontiers benefits from an abundant and sustainable power source. Just picture it – a world brimming with endless possibilities and technological wonders! We owe it all to these unconventional marvels.

But here’s the catch – these facilities have a complex system that requires diligent management. It’s like walking a tightrope between triumph and disaster. Only the most skilled and astute individuals can master this art. Are you up for the challenge?

To fully comprehend the significance of these orbital facilities, let me share a little secret with you. Lean in closer now – they’re not just powerhouses; they possess a mystical element, too. It is believed that these structures somehow tap into the planet’s mystical energy, unleashing a powerful force that can bend the rules of reality. Imagine the possibilities!

Now, you may be wondering how you can access these extraordinary facilities. The answer lies in a mystical dice game known to the inhabitants of Alien Frontiers. By skillfully managing your dice rolls and utilizing strategic tactics, you can secure control over these facilities and harness their immense power. It’s a game of wit, strategy, and a dash of luck.

So, my intrepid friend, are you ready to delve into the mesmerizing world of Alien Frontiers? Prepare yourself for a thrilling adventure, where you’ll discover the secrets of the orbital facilities and embark on a journey that will test your skills, push your limits, and fuel your imagination.

Orbital Facilities of Alien Frontiers UltraFoodMess

Let me tell you about the cool places in space where you’ll go to get stuff, grow your group of spaceships, and set up new homes. Before you can park your ships at these fancy space stations, though, you’ve got to make sure there’s room for you and that you have the right stuff.

Mysterious Alien Thingamajigs

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Orbital Facilities of Alien Frontiers UltraFoodMess

When you arrive at the Alien Artifact, each ship you bring with you can have a different value. These ships allow you to get rid of the alien tech cards that are currently visible, and then replace them with three new cards from the deck. This process is known as “cycling,” and you have the choice to do it or not.

In order to claim one of the alien tech cards that are on display, you need to have docked ships with a total value of 8 or more. Once you claim a card, the count of your docked ships goes back to zero. So, if you want to claim another card, you’ll need to dock new ships that add up to a total value of 8 or more.

When you claim a card, you must replace it with one from the draw pile. It is not allowed to claim a card that you already have. At the Alien Artifact, there are enough docking ports to accommodate up to four ships at a time.

Here’s an example: Let’s say there is a Polarity Device card on display that you really want. To claim it, you decide to dock a ship with a value of 2 and another ship with a value of 6 at the Alien Artifact. That brings your total to 8, and you can take the card.

Example 2: Let’s say I arrive at the Alien Artifact and dock a ship that has a value of 3. I go ahead and cycle through the alien tech cards, hoping to find something useful. Unfortunately, there’s nothing that catches my eye. So, I decide to dock another ship, this time with a value of 2, and give the cards another go. Still no luck. Feeling determined, I dock a ship worth 4 and give the cards one final shuffle. And there it is—the Plasma Cannon appears on display! I’m in luck because the total value of my docked ships is now 8 or more (3 + 2 + 4 = 9), which means I can claim the Plasma Cannon for myself.

Example 3: Now, let’s say I’ve gone through the same process as in example 2, but this time, there’s still one open dock at the Alien Artifact. I have the option to dock a fourth ship and try my luck once more with the cards. However, even if I dock another ship, I can’t claim a second alien tech card because the requirement of having a total value of 8 or more is separate for each card I want to claim.

Colonist Hub

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Orbital Facilities of Alien Frontiers UltraFoodMess

Hey there! Let’s talk about the amazing Colonist Hub and how it works! It’s super cool because it has four awesome “advancement tracks” that can be used by four players at the same time. This helps us get our colonies ready for territory placement. Each track has three docking ports and seven advancement circles. Pretty neat, right?

Now, here’s the thing. You can only use one advancement track at a time. So, choose wisely! If you don’t have a colony at the Colonist Hub, no worries. When you dock your first ship here, you’ll need to place one of your unplaced colonies on the first advancement circle. Easy peasy!

But wait, there’s more! Whenever you dock additional ships here, whether it’s on this turn or in the future, they all have to be placed on the same track where your first colony is. Each ship you dock will advance your colony by one circle. So, the more ships you dock, the closer your colony gets to launching!

So, here’s the deal. When your colony gets to the seventh advancement circle, you can go ahead and launch it whenever you want. All it takes is one fuel and one ore. But here’s the catch: you can’t start working on another colony at the Colonist Hub until the one on the advancement track has been launched.

Now, once your colony is placed on a territory, you can start advancing a new colony with the next ship that docks at the Colonist Hub. It’s as simple as that!

But hey, here’s a cool thing. If you earn more advances than you need to move your colony to the seventh circle, you can actually use those extra advances to start working on a new colony. Pretty neat, huh?

Hey there! Did you know that your final colony isn’t stuck on the Colonist Hub? Yep, it’s true! If your last colony happens to be on the Colonist Hub and you roll a number that lets you use either the Terraforming Station or the Colony Constructor, you can actually move your colony from the Colonist Hub to a territory. Cool, right?

Terraforming Station and Colony Constructor

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Orbital Facilities of Alien Frontiers UltraFoodMess

When it comes to building colonies in space, there’s an important rule to remember: I must dock three ships of equal value and pay three ore to use the Colony Constructor. This is an essential step in establishing a new settlement on a distant planet.

It’s interesting to note that the Colony Constructor has enough docking ports for two sets of triples to be docked simultaneously. This means that multiple colonies can be built at once, speeding up the colonization process.

Now, let’s talk about the Lunar Mine. This is a special feature of the colony construction process. When I use the Colony Constructor, I have the option to land one of my unplaced colonies on a territory immediately. This can be a strategic move, allowing me to secure valuable resources and expand my influence on the new planet.

But why is this important?

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Orbital Facilities of Alien Frontiers UltraFoodMess

Whenever a new spaceship comes to the Lunar Mine, it has to be of the same value or higher than the current highest value spaceship parked here.

There are enough parking spots for five spaceships at any given time. For each spaceship you park here, you get one unit of ore.

For example: Let’s say there is a spaceship with a value of 1 and another spaceship with a value of 4 already docked at the Lunar Mine. On your turn, you roll a 3, 4, and 6. Since the value of the 3 is less than the value of the spaceship already parked at the Lunar Mine, you cannot park the 3 here. However, you can park both your 4 and 6 spaceships.

You earn two units of ore for parking both spaceships at the Lunar Mine. Now, there is only one parking spot left at the Lunar Mine, and the next player who wants to use it will need a spaceship with a value of 6.

Maintenance Bay

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When you’re unable to legally dock a ship during your turn, you need to place it in the Maintenance Bay. However, the Maintenance Bay doesn’t provide any benefits to the player. Any ships that are purchased through the Shipyard or Burroughs Desert are also placed in the Maintenance Bay until your next turn.

Once a ship is in the Maintenance Bay, it can’t be moved using an alien tech card. If a ship is removed from a facility using the Plasma Cannon or is bumped from the Raiders’ Outpost, it is placed in the Maintenance Bay until your next turn.

Orbital Market

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Orbital Facilities of Alien Frontiers UltraFoodMess

When you want to use the Orbital Market, you need to dock two ships with the same value. The Orbital Market has enough space for two pairs of ships at once. Once your ships are docked, you can exchange fuel for ore. Just pay fuel that is equal to the value of one of your ships, and you will get one ore in return. You can make as many trades as you want during your turn.

For example: Let’s say you dock a pair of ships with a value of 3 at the Orbital Market. You can pay three fuel to get one ore. If you have six fuel, you can do the trade twice. And if you manage to get three more fuel during your turn, you can do the trade again.

Raiders’ Outpost

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Orbital Facilities of Alien Frontiers UltraFoodMess

When I want to use the Raiders’ Outpost, I need to have a set of three ships that are numbered sequentially. The outpost has docking ports for just one set of three ships. However, if the outpost is already occupied by my own ships or by someone else’s ships, I can still dock a higher-value sequence there. In that case, the original ships will be moved to the Maintenance Bay.

Once my ships are docked at the Raiders’ Outpost, I have the opportunity to either steal four resources from any combination of players or choose one alien tech card from another player. If I decide to steal an alien tech card that I already have, I won’t gain any benefit from it because the stolen card will be discarded right away.

Example 1: If I have a ship with the numbers 1-2-3 docked at the Raiders’ Outpost, and I roll a 2-3-4, I can remove my 1-2-3 and dock my 2-3-4 at the facility to conduct my own raid. If another player rolls a 3-4-5 or a 4-5-6, they can remove my 2-3-4 and dock their own sequence to conduct their own raid.

Shipyard

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Orbital Facilities of Alien Frontiers UltraFoodMess

Hey there! Let me explain how the Shipyard works. To dock two ships in the Shipyard, they need to be of equal value. Pretty straightforward, right? The Shipyard can accommodate three pairs of ships at a time, so you have plenty of space.

Now, here’s the cool part. When you dock two ships, and don’t forget to pay the required fuel and ore, you get a brand new ship from the ship stock. Depending on which ship you’re building, you’ll need to pay different amounts of fuel and ore. Here’s a breakdown:

  • The 4th ship requires one fuel and one ore.
  • The 5th ship requires two fuel and two ore.
  • The 6th ship requires three fuel and three ore.

Once your ships are docked and you’ve paid up, you can take a ship of your color from the ship stock and move it to the Maintenance Bay. That’s where it’ll stay until your next turn when you gather your fleet. Oh, and here’s an important point: if there are no ships of your color in the ship stock, you won’t be able to use the Shipyard. So make sure you plan ahead!

Here’s an interesting twist. Since ships can be lost during the game, you have the opportunity to build your 4th, 5th, or 6th ship more than once. So go ahead and strategize!

Now, let’s talk about the Solar Converter.

Orbital Facilities of Alien Frontiers UltraFoodMessOrbital Facilities of Alien Frontiers UltraFoodMess

Orbital Facilities of Alien Frontiers UltraFoodMess

Hey there! Did you know that you can bring your ships to the Solar Converter? It’s a cool place where you can dock any ship, regardless of its value. And the best part is, there are enough docking ports for up to eight ships!

When you dock a ship at the Solar Converter, you’ll get some fuel in return. The amount of fuel you receive is half the value of each ship, rounded up. So if you dock a ship with a value of 3, you’ll get two units of fuel. And if you dock a ship with a value of 4, you’ll also get two units of fuel.

Now, let me tell you about the Terraforming Station

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Orbital Facilities of Alien Frontiers UltraFoodMess

When you want to use the Terraforming Station, you must dock a ship with a value of 6 and pay one fuel and one ore. Keep in mind that there is only one docking port available at this facility.

Using the Terraforming Station allows you to immediately land one of your unplaced colonies on a territory. However, the ship that is docked at the Terraforming Station will be completely consumed during the colony creation process. Don’t worry, though, it will be returned to your ship stock at the beginning of your next turn.

If you decide to forfeit a ship, you can rebuild it later using the Shipyard. Just remember that it can only be rebuilt once it has returned to your ship stock.

It’s important to note that you cannot use the Terraforming Station if doing so would decrease the number of ships in your fleet to less than three of your color.

While a ship is docked at the Terraforming Station, be aware that it can be removed by the Plasma Cannon card. However, it cannot be moved to another orbital facility.

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