Fri, 22 Oct 2004 Alex has set up the script to accept trade routes. All you need to send me for each trade route is the location it crosses your neutral zone and its predicted income for Turn 11. You should then put the route sectors in your orders. A civilian base station will appear in the neutral sector if there is no military base there, and convoys will move along the route. Both the base and the convoys will be under the "Trade" government, and will be set up by the GM. Attacking these convoys and bases is the only way to raid a trade route-- destroying other civilian units will only increase Civil Unrest. Each player will be responsible for providing the list of trade route hexes on his side of the neutral zone. Instructions for doing so can be found in the order format document at http://sfb.basespace.net/turn11_order_format.html. Once established, each trade route marker may be moved a maximum of 1 sector per turn. It will cost 1EP for each marker moved (to represent the confusion caused by the move, and the closing and reopening of businesses), and you should warn the GM so I can change the movements of the convoys. Or, you may pay 10EP and rearrange the entire trade route on your side of the border as you see fit (you should still warn the GM). To defend a trade route, you may assign ships to either the convoys or the base station. Q-ships (or any other specialized civilian units) purchased will be automatically placed in the Trade convoys or at the base. Military units should just follow the convoy or sit at the base.