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==Strategic turn== ===Commercial phase=== In the commercial phase you can ship resources to the mining cooperatives to earn money. This will allow you to gather Stellar Credits that you will be able to spend later. In this phase you can also trade resources or services with your different opponents. You can also purchase Buildings, Equipment, Vehicles, Weapons, and hire Operatives. The Buildings may appear in any territory you own. The other elements may only appear in a territory with a landing pad. ===Activity phase=== In the activity phase, you have to choose which buildings are active and which aren't. Each active building consumes energy and you can't use more buildings than you can put power in. If active : *Your mineshaft will produce minerals. *Your foundries and refineries will be able to produce refined minerals. *Your factories will produce goods. *Your turrets will be able to fight invasion. *Your forcefields will be active. No Resource can be produced if there is no room in the Warehouses of the territory where the resources are being produced. This is also the phase when you can swap equipment on vehicles as long as both the vehicle and equipment are in the same territory. Empty vehicles must be parked on the according territory but any weapon not attached to a vehicle and any exo-armor must be stored in a container and placed in a warehouse. A container can contain one armor, or five light weapons, or three medium weapons, or one heavy weapon. ===Move Phase=== In the Move Phase, any of your units can move to any territory you control, or any territory adjacent to a territory you control. The only restriction being that the unit has to travel through territories you control. Meaning that if for any reasons one of several of your territories were to be separated from the others, none of your units can travel from the first to the later freely, and reciprocally. The moves you decide are to be kept secret from your opponent, and only revealed at the beginning of the Tactical phase. This means you have to decide where each unit will be at the end of this turn, and list your moves in an appropriate fashion. A player can grant passage over his territories to another, in which case they must define which territories the opponent may consider theirs for Movement purposes. Of course, betrayal is always an option, and the passing player can then attack. Any territory adjacent to the territories where they were granted the right of passage. You only have to announce which territories you move if your units finish their move on a territory that isn't yours, and don't have to reveal which of the units was moved until they meet with enemy units. In this phase, any two pilots in the same group of territories can exchange equipment. ===Tactical phase=== If a unit or a group of units move to a territory where no enemy unit is present, they take possession of said territory. If a unit or a group of units move to a territory where there are enemy units, they engage into battle until all the units of one side are either destroyed or retreat to an adjacent territory. You can only retreat to a territory you control. If, through game-play, a unit can't retreat to an adjacent, controlled territory then they are removed from the map and reappear at the beginning of the next Movement phase on any territory that unit's player controls. That unit cannot change any Equipment or Pilots until the beginning of the subsequent Strategic Turn. When all battles are resolved, the next Strategic Turn begins.
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