Citadel Commands:

<B> Transporter Control. Here is where you go to beam you and 
your ship to another sector. The transporter range is limited,
but with enough credits, you can also use this option to upgrade
it's range. 

<C> Engage Ship's Computer. Use this function to use all your 
Crai's power just as you would by choosing {<C>} from the Main
Menu. 

<D> Display Traders. Here This will show you the guest register
of the other players who are parked in the Citadel. The register
gives you the name of the player, their ship type and how many 
fighters, shields and holds they have. This information could 
prove very useful if you have just captured the planet from one
of your opponents. 

<E> Exchange Trader Ships. If the other players parked in the 
Citadel have specified their vehicle as available for trade, 
then you have the option of exchanging your ship for theirs. 
Be sure to coordinate this carefully with the other members of
your corporation. Only C.E.O.'s can use Corporate Flagships so
they are not available for trade. If you have seized this 
planet from an opponent still parked in the Citadel, you may 
want to commandeer his ship for your own use. 

<G> Shield Generator Control. If you have your level 5 Citadel
completed, you can use this option to store your shields. You 
transfer your Ship's shields to the Planetary Shielding System
using this option (10 ship shields = 1 planetary shield). 
Stored shields will be used in the defense of your planet. 
The Planetary Shielding System will protect your planet from 
your enemies. You will thwart your rivals' attempts to 
incapacitate your defenses with Photon Missiles. Your 
opponents will be unable to scan your planet. 

<I> Personal Info. This selection will enable you to see all 
of your current statistics. The information will display same
as it does when you choose option {<I>} from the Main Menu. 

<L> Quasar Cannon R-level. Use this option to set both the 
Atmospheric and Sector reaction levels. The Quasar Cannon in 
your Level Three Citadel uses massive amounts of Fuel Ore. 
Use this option to adjust the percentage of Ore on the planet
used in this weapon's capability. PLEASE NOTE: The Quasar 
Cannon will use the entered percentage of Fuel Ore remaining
on the planet for EACH SHOT it fires. If you set the Sector 
value to 100% and a Scout Marauder with 5 fighters wanders 
into your sector, the Cannon will use all the Fuel Ore on 
your planet to blow the intruder into space dust. If another 
player later tramps into your sector in a well-armed 
BattleShip your Cannon will sit idle due to lack of 
ammunition. Another consideration when setting your percentages
is that the accuracy of the Cannon is much better and the 
damage caused by the blast is greater when the target is in
the planet's atmosphere. 

<M> Military Reaction Level. Another method of customizing your
protection, this will let you set the percentage of fighters 
stationed there to be used as offensive or defensive in case 
of an attack on the planet. You must have a Combat Control 
Computer (Level Two Citadel or higher) to use this option.
The value you enter will be the percentage of fighters that 
will attack offensively as someone attempts to land on your 
planet. The balance of your fighters will fall back for 
defense of the planet and Citadel. 

<N> Interdictor Control. If you have upgraded your citadel 
to level 6, this will allow you to control the Interdictor 
generator on the planet. You will want to use this in 
conjunction with a Quasar Cannon. If the generator is on, 
an enemy ship cannot leave the sector. This generator 
consumes a lot of fuel ore when used. Make sure your 
Q-cannon is set most carefully. Otherwise, the enemy can 
try to escape and deplete all the fuel ore on your planet. 

<P> Planetary TransWarp. The instructions for this feature
are in your Level Four Citadel. Provided you have enough 
Fuel Ore to power the mammoth engine, you can move your 
planet to any sector where you currently have fighters 
stationed. 

<R> Remain Here Overnight. You can sleep feeling safe and 
secure if you bed down inside the Citadel, out of the rat 
race. You will have the protection of your planetary forces 
to guard you. When you leave your ship, the valet will ask 
if you want others who enter the Citadel to have the 
privilege of exchanging ships with you. It's perfectly 
within your rights to keep your ship for personal use only. 

<S> Scan This Sector. This option will let you see everything
in the sector around this planet. The display will be the 
same as you get from option {<D>} in the Main Menu. 

<T> Treasury Fund Transfers. If you don't like to carry a 
lot of credits on you when you're out exploring the 
universe, you can deposit your excess in the Citadel. You 
can withdraw the credits whenever you need them.  Be advised
that the Treasury workers are quite lax in their security 
measures and anyone who enters the Citadel can withdraw any 
and all of the credits. 

<U> Upgrade Citadel. Once your Citadel construction is 
complete, you may find you wish to upgrade. Very few people 
are content with a Level One Citadel. You will need more 
colonists and materials for each level of improvements. 
Level Two has a Combat Control System which enables you to 
set the fighters deployed on the planet as offensive or 
defensive. Level Three contains a Quasar Cannon which is a 
very powerful weapon, but uses a considerable amount of 
Fuel Ore to operate. Level Four encloses the massive engine
used for the TransWarp Drive. Level Five provides the power
for the Planetary Shielding System. The PSS will provide a 
sturdy shield for your planet which your enemies will have 
a hard time penetrating with fighters or photon missiles. 
Level 6 equips the planet with an Interdictor Generator. 
If turned on, this generator will make it impossible for 
your enemy to escape from your Quasar Cannon. 

<V> Evict Other Traders. Now that you've survived all the 
defenses your opponent placed to keep you out, you should 
be able to come in and take over, right? Occasionally you 
go into a newly captured Citadel only to find the trader 
(or traders) who previously controlled the planet. No need 
to have them in your way. Simply select this option to 
activate the Emergency Warning System in the Citadel. It 
will alert these unwanted guests to some impending doom 
and their ships will blast off into orbit around the planet.
The system will list the traders as they escape. You then 
may either stay in the Citadel out of harm's way or you can
go out into the sector to inflict more damage on your enemy. 

<X> Corporation Menu. This option is the same as option 
{<T>} from the Main Menu. 

<!> Citadel Help. Display the portion of the documentation
describing the Citadel functions. 

<Q> Leave the Citadel. Exit the Citadel and return to the 
planet.
