Galactic Saga II: Galactic Trader (Apple II, 5 1/4" Disk) Broderbund Software - 1979 USA, Canada Release

From Eli's Software Encyclopedia
Galactic Saga II: Galactic Trader
Packaging cover Galactic Saga II: Galactic Trader.
Product ID BRODE0085
Platform(s) Apple II
Packaging Plastic Bag
Media 5 1/4" Disk
Copyright date 1979
Publisher(s) Broderbund Software
Developer(s) Douglas G. Carlston
Category(s) Entertainment, Strategy
Country of Origin United States of America

Description from the packaging.

Peace has finally come to the war-torn Central Galactic System, united into a single federation by the Imperial Forces of Galactica (see Galactic Empire- from Broderbund Software). The end to the fighting has cost you your job as Commander of Galactica's imperial Forces, but it has simultaneously opened up new opportunities in trade for the person with the vision and ambition to exploit them.

You once commanded a fleet of hundreds of ships. Today you have only one. You led armies of millions a short year ago. Now you pilot your single ship alone, aided only by two loyal comrades who remember what you were and have faith in what you may become. Navigator Kirman of your old starship refused an opportunity to join Galaco, the interplanetary rocket fuels cartel, and elected to come with you. Even more surprising, Computer Central, the heart of your starship, stuck by you. Perhaps its judgment has been clouded by emotions after all, as Major Bayliss alleged.

The principles of trade are not difficult. The farther a product is from its world of origin, the greater its value. All one has to do is buy or trade for cargo, take them farther from their home world, and trade them for other commodities. In practice it is not that simple, of course. You don't know the place of origin of the products, at least at first, nor is anyone likely to tell you. Until you develop experience on each planet, you don't know the rates of barter there, and the locals will try to exploit your ignorance by fleecing you if they can. All your experience can be worthless, too, if you are so incautious as to ply one route too often, for the largest trading firms keep their ears open, and they have the economic muscle to deal you out of any route that appears too attractive.

There are other problems as well. You will find that no trader will accept the coin of the realm except on Galactica. On every other planet, barter is the medium of exchange. Your credits are only good at the fuel depot, and even the cartel will barter for commodities if you are short of cash (they are particularly extortionate when they feel they have you over a barrel, however, so it is generally better to buy fuel with cash). Local rates of barter can be hard to discern, too. If a local trader thinks you are asking too much for part of your cargo, he may refuse to discuss barter of that item any further. That can be expensive, when one considers the cost of bringing those goods to his doorstep.

Your most important cost consideration is fuel. The ship is powered by microscopic fusion modules, sold across the galaxy at the fixed price of 2 credits per millit. The amount of fuel you need for a journey depends both upon the total mass of ship and cargo and upon the distance to be traveled. Fortunately, Computer Central is an old hand at these calculations and can be relied upon to do much of the brain work. The formula, for those interested in the precise details, is as follows:


Lift off from most systems requires 3 millits/mkg, from Galactica 5 millits/mkg. The ship weighs 10 mkg and each item on the cargo manifest weighs 1 mkg. (As mentioned before, Computer Central will make these computations for you. For more details, see the ship's manual below.)

Your goal, as always, is power. In time of peace, power is most easily gained through personal wealth, which enables you to buy the services of men whose abilities you can no longer demand as servant of the Imperial Purple. In your darker moments, you believe that in the near future you may need a personal army. The Emperor is a young man, full of passion and spit, and you are understandably uneasy over the future of the empire you worked so devotedly to create. Prince Tawala does not like or trust you, either. You were too popular among the enlisted men, too renowned for your military prowess. It is not inconceivable that Tawala might mask his own incompetence by claims of treason which, coincidentally, eliminated those most qualified to succeed him.

So you are a trader. It gives you the freedom of outer space, whether to flee an Emperor's assassin or to maintain contacts throughout the galaxy. Without a power base of your own, however, the contacts will mean nothing- except another job under another ambitious peer, perhaps no more competent than the present one. You want more than that. A billion credits will give you the power you need to command attention to your vision of a nobler future.

For those unfamiliar with Galactic Empire, the following manual will guide you through the capabilities of your vessel. Read it carefully. You have many useful tools at your disposal. Your ability to use them to their fullest advantage will greatly improve your success at this new venture. Because space travel severely stretches the average life span, you will have 1000 Stardates to ply the skies with your wares. During this time you will age no more than 8 physical years. By the end of that time, developments on Galactica will certainly have progressed to a critical point. Your part in the inevitable Galactic Revolution may depend upon your success during the next few years. Good luck, bwana. May you find your new profession an enriching and eye-opening experience.

System Requirements

Apple II
Required CPU Apple II
Required RAM 32K

Packaging Scans

Packaging cover Galactic Saga II: Galactic Trader.



Package Contents




Cheats or Easter Eggs

Technical Notes