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{{Infobox Game
 
{{Infobox Game
| Game=Cosmic Wars
+
|title = Cosmic Wars
  +
|image = CosmicWars.jpg
| image=Cosmic_Wars_front.png
 
  +
|caption =
| image_size=250px
 
  +
|alternate_title =
| JapaneseName=Cosmic Wars
 
  +
|european_title =
| EuropeanName=
 
  +
|japanese_title = コズミックウォーズ<br />''Kozumikku Wōzu''
| NorthAmericanName=
 
  +
|developer = [[Konami]]
| ReleaseDate=JPN August 4, 1989
 
| Developer=Konami
+
|publisher = [[Konami]]
  +
|director =
| Publisher=Konami
 
  +
|producer =
| Designer=
 
  +
|designer =
| Platforms=Famicom
 
  +
|composer =
| Chronology
 
  +
Hidenori Maezawa<br />
| previous =None
 
  +
Harumi Ueko
| next =None
 
  +
|platform = Famicom, i-Revo
  +
|release_date =
  +
'''Famicom:'''<br />
  +
[[File:Flag of Japan.png|22px|Japan]] August 4, 1989<br />
  +
'''i-Revo:'''<br />
  +
[[File:Flag of Japan.png|22px|Japan]] September 15, 2006
  +
|media = Cartridge
  +
|ratings =
  +
|genre = Strategy (turn-based)
  +
|modes = Single player, multiplayer
  +
|input =
  +
|gallery =
 
}}
 
}}
  +
{{nihongo|'''''Cosmic Wars'''''|コズミックウォーズ|Kozumikku Wōzu}} is a turn-based strategy game produced by [[Konami]] in 1989 based upon the wars of the ''[[Gradius (series)|Gradius/Nemesis]]'' series. It was released only in Japan on the Famicom. The game has a spiritual sequel that was released in 1997 called ''[[Paro Wars]]'', which is ''Cosmic Wars''' ''[[Parodius (series)|Parodius]]'' equivalent.
''
 
Cosmic Wars'' is a turn-based strategy game produced by Konami in 1989 which is based upon the wars of the Gradius/Nemesis series. It was released only in Japan on the Famicom. The game has a spiritual sequel that was released 1997 called [[Paro Wars]], which is Cosmic Wars' Parodius equivalent.
 
   
 
==Description==
 
==Description==
Cosmic Wars is a turn-based strategy game that allows the player to fight as either the Humans/Gradians or the Bacterians. There are several types of ships that each race has access to which are different only in name/appearance. There are also several maps which increase the amount of systems on the map. The AI can also be programmed to fight itself, although this battle could take a very long time to finish. When playing, there are several different phases that go on, starting with a Hiring phase, a Purchasing phase, 2 Combat phases, and a Planet Repair phase. Occasionally, events happen at the beginning of a player's turn which could be beneficial or detrimental.
+
Cosmic Wars is a turn-based strategy game, in the vein of the ''[[wikipedia:Famicom Wars|Famicom Wars]]'' series, pitting the [[Gradian Empire|Gradians]] against the [[Bacterian Empire|Bacterians]]. Much like its inspiration, there are several types of units with differing abilities. Armies are formed, and both sides attempt to capture planets to control income, and eventually conquer a capital planet to win the battle. Turns are conducted through several different phases, starting with a 'Hiring' phase, a 'Purchasing' phase, two 'Combat' phases, and a 'Planet Repair' phase. Occasionally, events happen at the beginning of a player's turn which could be beneficial or detrimental.
  +
  +
The introduction shows an alliance that lasted over 900 years between the Gradians and the Bacterians which was shattered by an unknown attack. It is unknown which side attacked first, but this event resulted in an all-out war. The player must take up either the Gradian or Bacterian side and conquer whole systems and finally take over their opponent's home planet. It is unknown what ''[[Gradius (series)|Gradius]]''/''[[Nemesis (series)|Nemesis]]'' games this conflict is related to, or if this is simply another branch in the series.
   
 
==Story==
 
==Story==
  +
<center>The history of mankind is the history of battle.<br />
The introduction shows an alliance that lasted over 900 years between the Gradians and the&nbsp;Bacterians which was shattered by an unknown attack. It is unknown which side attacked first, but this event resulted in an all-out war. The player must take up either the Gradian or Bacterian side and conquer whole systems and finally take over their opponent's home planet. It is unknown what Gradius/Nemesis games this conflict is related to or if this is simply another branch in the series.
 
  +
Many countries were born with the glory, and they went scattering.<br />
  +
However, the destruction caused by fighting and the circulation of construction will increase the civilization of mankind to a more powerful one,<br />
  +
It became the driving force of a new breakthrough.<br />
  +
And at last the human race started thinking to control the universe.<br />
  +
The creation of that new history,<br />
  +
I did not notice that it was the beginning of a new battle · · · ·</center>
   
  +
'''Prologue'''
==Playing Mechanics==
 
Cosmic Wars is a complex game with plenty of strategy needed to defeat your enemy. Unfortunately, Cosmic Wars is an obscure game and not many guides have been created for reference. However, it has been translated into English so it can be observed. Here is some information one needs to properly play. ''Will be updated as needed.''
 
   
  +
In the Procyon star system, the first stellar state of humanity was built.
===Phases===
 
  +
The universe history starts here.
   
  +
About 100 years after the establishment of the first stationary state, a triangle star system was newly born (106 years of space history). With the development of numerous space developments thereafter, the human race successively formed a nova nation state.
   
  +
Space history 230 years, the birth of a diamond star system.<br />
* '''Purchase''' - Spacecraft can be purchased in this phase. Purchased craft will not be completed until your next turn. There are a limited number of manufacturing slots.
 
  +
In 382, ​​the cassiopeia star system nation was born.<br />
  +
In 418, the birth of a rabbit-like system.<br />
  +
In 532, the Orion star system nation was born.<br />
  +
In 604, Andromeda star system nation was born.
   
  +
And in 639 years of space history, the human race started the development of Centaurus star system. However, contact from one party investigating the third planet of the same star system Sissain was suddenly stopped.<br />
* '''Hire''' - This is where you hire the commanders needed to create a fleet. You make an offer, and up to five potential commanders will show interest, at which point you can hire one or more at the price you offered. A higher price tends to attract higher grade commanders and more of them, but you generally must offer a lot of money to have a decent chance of getting better grades (and its only a chance).
 
  +
As a result of the emergency follow-up survey, we concluded that there was an accident caused by a huge meteorite collision. The next year, many unmanned vessels headed to the planet for full-fledged cause investigation.
   
  +
Space history 645 years, the returning unmanned exploration boat is slightly one machine. However, people shudd at the information brought there. The accident of the third planet of the star Sisain was not a collision of a meteorite. A deliberate attack by someone, the investigation team was annihilated.<br />
* '''Make Unit''' - You can create a fleet by selecting a commander you have hired, choosing units that have already been constructed from your pool, then placing it anywhere in your capital solar system. Units must contain a single Base unit.
 
  +
Human beings have the most tragic encounters with unknown life forms.
   
  +
Space history 649, each star system was attacked by an unknown life form. On the other hand, all the fixed star states fought with strong unity.
* '''Warp''' - This phase has three functions:
 
**Warp - permits a fleet to warp to any solar system connected to the one they are currently in, without the Base unit needing to be on top of a warp gate. This cannot be used if an opposing fleet exists in the system your fleet is warping from.
 
**Disband - You may disband any fleet inside your capital system, which will return all units of the fleet to your production slots for the Purchase phase of next turn, returning the units to the pool at no cost the turn after that. There must be enough slots remaining to hold them (purchases made on the same turn do not count toward consumed space for this move, only a second disband will consume more space). You can use this to repair a lot of damaged units for free, or to free up your highly experienced commanders of decimated units.
 
**Trade - You can trade units between fleets in the same solar system.
 
   
  +
Here, the spectacular space war "Cosmic Wars" which human beings could not experience yet was started.
* '''Combat 1''' - This phase can only be invoked in solar systems containing fleets from both sides. There are three sub-phases called Move-1, Move-2, and Move-3, in which a player may move, attack, or perform special actions, eventually ending. Both players receive a full set each of these three, alternating them between each player. If all fleets from either army in the system are removed from play, this phase ends immediately. A solar system that has had combat occur there cannot have a second separate round of combat occur by any means (i.e. a new fleet is warped in during combat of another system via warp gate, using the warp command).
 
   
  +
==Gameplay==
* '''Combat 2''' - In contrast, this phase allows "combat" in solar systems that only contain your fleets. You can use it to adjust your positioning or capture planets in such systems, just like you could in Combat 1. A solar system that has just had a Combat 1 phase cannot have a Combat 2 phase. Note that the Warp command is unavailable; that command can only be performed in Combat 1 (you can simply warp in the warp phase instead).
 
  +
===Phases===
 
  +
*'''Purchase''' - Spacecraft can be purchased in this phase. Purchased craft will not be completed until your next turn. There are a limited number of manufacturing slots.
* '''Upgrade''' - During this phase, you can repair damaged planets that are under your control. It costs 500 per bar, for a maximum of seven bars besides the first (which cannot be removed). You can only perform one upgrade per turn per planet. Each upgrade adds 100 to the dividend the planet will give at the beginning of the turn, as well as the amount of damage it can take before it is captured. It will take five turns to break even on a single upgrade (-500, +100 per turn). Performing two upgrades requires six turns to break even(-1000, +200 per turn, takes two turns to fully execute), while three upgrades requires eight turns(-1500, +300 per turn, takes three turns to fully execute). This gets progressively worse and worse the more upgrades you perform. Considering that just breaking even doesn't make up for not having as much money for a while, this also must be taken into account when calculating the worth of this move.
 
  +
*'''Hire''' - This is where you hire the commanders needed to create a fleet. You can make an offer, and up to five potential commanders will show interest, at which point you can hire one or more at the price you offered. A higher price tends to attract higher grade commanders and more of them, but there is a heavy amount of RNG involved.
  +
*'''Make Unit''' - You can create a fleet by selecting a commander you have hired, choosing units that have already been constructed from your pool, then placing it anywhere in your capital solar system. Units must contain a single Flagship unit.
  +
*'''Warp''' - This phase has three functions:
  +
**Warp - permits a fleet to warp to any solar system connected to the one they are currently in, without the Base unit needing to be on top of a warp gate. This cannot be used if an opposing fleet exists in the system your fleet is warping from.
  +
**Disband - You may disband any fleet inside your capital system, which will return all units of the fleet to your production slots for the Purchase phase of next turn, allowing you to refurbish them at no cost. You can use this to repair a lot of damaged units for free, or to free up your highly experienced commanders of decimated units.
  +
**Trade - You can trade units between fleets in the same solar system.
  +
*'''Combat 1''' - This phase can only be invoked in solar systems containing fleets from both sides. There are three sub-phases called Move-1, Move-2, and Move-3, in which a player may move, attack, or perform special actions, eventually ending the sub-phase. A Warp command is available, which will allow a Flagship to warp if it is positioned on top of a warpgate. Both players receive a full set each of these three sub-phases, alternating them between each player. If all fleets from either army in the system are removed from play, Combat 1 ends immediately. A solar system that has had combat occur there cannot have a second separate round of combat occur by any means.
  +
*'''Combat 2''' - In contrast, this phase allows "combat" in solar systems that only contain your fleets. You can use it to adjust your positioning or capture planets in such systems, just like you could in Combat 1. A solar system that has just had a Combat 1 phase cannot have a Combat 2 phase. Note that the Warp command is unavailable; that command can only be performed in Combat 1.
  +
*'''Upgrade''' - During this phase, you can repair damaged planets that are under your control. It costs 500 per bar, for a maximum of seven bars besides the first (which cannot be removed). You can only perform one upgrade per turn per planet. Each upgrade adds 100 to the dividend the planet will give at the beginning of the turn, as well as the amount of damage it can take before it is captured. It will take five turns to break even on a single upgrade (-500, +100 per turn).
   
 
===Ships===
 
===Ships===
 
There are several types of ships available to each side that can be used in your campaign to conquer your enemy. Their names and capabilities will be listed below. Each group has 10 ships (health) except where noted.
 
There are several types of ships available to each side that can be used in your campaign to conquer your enemy. Their names and capabilities will be listed below. Each group has 10 ships (health) except where noted.
   
  +
There are 4 possible weapon types:
There are 4 possible weapon types: Bombs, Beams, Blasts, and XBombs (Missiles, Beams, Anti-Submarine, and Torpedoes in the original text). The weapon of the defending ship will auto-adjust to the best one for the enemy target.
 
  +
*Bombs - Deals good damage to most targets
  +
*Beams - For dealing with Fighters and Mecha, though there are generic beams that work on most targets
  +
*Blasts - Which are great for D-Submarines and are otherwise useless
  +
*X-Bombs - X-Bombs are interchangeable with regular Bombs, save for working well on D-Subs and poorly on Destroyers.
   
 
*'''Flagships'''
 
*'''Flagships'''
 
[[File:Flagship.png]] [[File:Bacterian.png]]
 
[[File:Flagship.png]] [[File:Bacterian.png]]
*''Original Names'' - Flagship, [[Bacterian (Flagship)|Bacterian]]
+
*''Original Names'' - Flagship, Bacterian
 
*''Fan-Translated Names'' - Warpbase, Starbase
 
*''Fan-Translated Names'' - Warpbase, Starbase
 
*''Price'' - 500
 
*''Price'' - 500
 
*''Moving Range'' - 5
 
*''Moving Range'' - 5
  +
*''Slowed by x2'' - [[File:blueswirl.png]] [[File:Greenswirl.png]] [[File:Sparks.png]]
  +
*''Slowed by x3'' - [[File:Asteroid.png]] [[File:Crystal.png]] [[File:Derelict.png]]
 
*''Weapons'' - Bombs, Beams
 
*''Weapons'' - Bombs, Beams
*''Strong against'' - ?
+
*''Cost-efficient against'' - n/a
*''Weak against'' - ?
+
*''Cost-inefficient against'' - n/a
*''Preferred weapon to counter this ship'' - Bombs, then Beams
+
*''Preferred weapon to counter this ship'' - Bombs
*''Description'' - This is the most important ship in your fleet. If this is destroyed, your fleet will also be destroyed. It has high defense against many other ship types.
+
*''Description'' - This is the most important ship in your fleet. If this is destroyed, your fleet will also be destroyed. It has high defense against all attacks, save for the instant kill of the cannons.
 
 
   
 
*'''Heavy Battleships'''
 
*'''Heavy Battleships'''
Line 72: Line 108:
 
*''Price'' - 3000
 
*''Price'' - 3000
 
*''Moving Range'' - 4
 
*''Moving Range'' - 4
  +
*''Slowed by x2'' - [[File:blueswirl.png]] [[File:Greenswirl.png]] [[File:Sparks.png]]
  +
*''Slowed by x3'' - [[File:Asteroid.png]] [[File:Crystal.png]] [[File:Derelict.png]]
 
*''Weapons'' - Bombs, Beams (Range 3 - 5)
 
*''Weapons'' - Bombs, Beams (Range 3 - 5)
*''Strong against'' - Cruisers
+
*''Cost-efficient against'' - n/a
*''Weak against'' - ?
+
*''Cost-inefficient against'' - n/a
 
*''Preferred weapon to counter this ship'' - Bombs
 
*''Preferred weapon to counter this ship'' - Bombs
*''Description'' - These ships can fire from a long distance but cannot fire if they move. The heavy version sacrifice moving ability for more firing range, and has a bit more attack power and defense than the light version. They cannot attack spaces below range 3, or counter-attack.
+
*''Description'' - Artillery ships. These ships can fire from a long distance but cannot fire if they move. Tough to kill, and deals respectable damage to most ships. They cannot attack spaces below range 3, or counter-attack.
 
 
   
 
*'''Light Battleships'''
 
*'''Light Battleships'''
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*''Price'' - 2500
 
*''Price'' - 2500
 
*''Moving Range'' - 6
 
*''Moving Range'' - 6
  +
*''Slowed by x2'' - [[File:blueswirl.png]] [[File:Greenswirl.png]] [[File:Sparks.png]]
  +
*''Slowed by x3'' - [[File:Asteroid.png]] [[File:Crystal.png]] [[File:Derelict.png]]
 
*''Weapons'' - Bombs, Beams (Range 2 - 3)
 
*''Weapons'' - Bombs, Beams (Range 2 - 3)
*''Strong against'' - Cruisers
+
*''Cost-efficient against'' - n/a
*''Weak against'' - ?
+
*''Cost-inefficient against'' - n/a
 
*''Preferred weapon to counter this ship'' - Bombs
 
*''Preferred weapon to counter this ship'' - Bombs
*''Description'' - These ships can fire from a distance but cannot fire if they move. Their moving ability is higher than the heavy version, but with reduced firing range. Attack and defense are also reduced slightly. They cannot attack spaces directly next to them, or counter-attack.
+
*''Description'' - Same as the Heavy Battleship, except weaker and less expensive. The lower minimum range may help give fire-support to tighter formations, and the higher movement range may aid in keeping up with the main fleet. The Heavy Battleship is usually the better buy.
 
 
   
 
*'''Heavy Cruisers'''
 
*'''Heavy Cruisers'''
 
[[File:Heavycruiser.png]] [[File:Heavycruiserbacterian.png]]
 
[[File:Heavycruiser.png]] [[File:Heavycruiserbacterian.png]]
 
*''Original Names'' - Heavy Cruiser
 
*''Original Names'' - Heavy Cruiser
*''Fan-Translated Names'' - Injector, [[Wraith]]
+
*''Fan-Translated Names'' - Injector, Wraith
 
*''Price'' - 1900
 
*''Price'' - 1900
 
*''Moving Range'' - 7
 
*''Moving Range'' - 7
  +
*''Slowed by x2'' - [[File:blueswirl.png]] [[File:Greenswirl.png]] [[File:Sparks.png]] [[File:Asteroid.png]] [[File:Crystal.png]]
  +
*''Slowed by x3'' - [[File:Derelict.png]]
 
*''Weapons'' - Bombs, Beams
 
*''Weapons'' - Bombs, Beams
*''Strong against'' - Destroyers
+
*''Cost-efficient against'' - Destroyers
*''Weak against'' - ?
+
*''Cost-inefficient against'' - Fighters, Mecha, Missile Ships, Cannon Fodder
*''Preferred weapon to counter this ship'' - Bombs, then Beams
+
*''Preferred weapon to counter this ship'' - Bombs
  +
*''Description'' - Bloated expensive ship. Can deal good damage to most ship types, but will usually take too much damage to be cost effective. Can barely beat Destroyers cost efficiently most of the time, but RNG, commander stat differences, or terrain can easily swing this the other way. Cruisers can also safely defeat Fighters that have had their Bombs depleted.
*''Description'' - General purpose ship. Decent movement, weapons, attack, and defense. Generally less cost effective than Fighters or Troopers for the same purposes, but can soundly beat Destroyers. The Cruiser can do heavy damage to fighters and troopers, but will take an equivalent amount of losses, which almost always makes the move not worth it. Heavy version has slightly better attack and defense, as well as an extra movement point. Probably the superior choice between light and heavy, as the attack often makes the difference in destroy an enemy completely and leaving it alive.
 
 
   
 
*'''Light Cruisers'''
 
*'''Light Cruisers'''
Line 113: Line 150:
 
*''Price'' - 1700
 
*''Price'' - 1700
 
*''Moving Range'' - 6
 
*''Moving Range'' - 6
  +
*''Slowed by x2'' - [[File:blueswirl.png]] [[File:Greenswirl.png]] [[File:Sparks.png]] [[File:Asteroid.png]] [[File:Crystal.png]]
  +
*''Slowed by x3'' - [[File:Derelict.png]]
 
*''Weapons'' - Bombs, Beams
 
*''Weapons'' - Bombs, Beams
*''Strong against'' - Destroyers
+
*''Cost-efficient against'' - None
*''Weak against'' - ?
+
*''Cost-inefficient against'' - Everything
*''Preferred weapon to counter this ship'' - Bombs, then Beams
+
*''Preferred weapon to counter this ship'' - Bombs
  +
*''Description'' - Same as the Heavy Cruiser, except weaker but less expensive. The loss in power is simply too great to attack Heavy Destroyers (or much else for that matter). Avoid.
*''Description'' - General purpose ship. Decent movement, weapons, attack, and defense. Generally less cost effective than Fighters or Troopers for the same purposes, but can soundly beat Destroyers. The Cruiser can do heavy damage to fighters and troopers, but will take an equivalent amount of losses, which almost always makes the move not worth it. With the light version, you save a small amount of money, but the ship is slightly weaker in battle. Probably not worth it.
 
 
 
   
 
*'''Heavy Destroyers'''
 
*'''Heavy Destroyers'''
Line 127: Line 164:
 
*''Price'' - 1200
 
*''Price'' - 1200
 
*''Moving Range'' - 6
 
*''Moving Range'' - 6
  +
*''Slowed by x2'' - [[File:blueswirl.png]] [[File:Greenswirl.png]] [[File:Sparks.png]] [[File:Asteroid.png]] [[File:Crystal.png]]
*''Weapons'' - Blasts, Beams
 
  +
*''Slowed by x3'' - [[File:Derelict.png]]
*''Strong against'' - D-Submarines, Troopers (heavy losses)
 
  +
*''Weapons'' - Blasts, Beams (general purpose)
*''Weak against'' - Missile Ships, Cruisers
 
  +
*''Cost-efficient against'' - D-Submarines
*''Preferred weapon to counter this ship'' - Bombs, then Beams
 
  +
*''Cost-inefficient against'' - Missile Ships, Cruisers, Cannon Fodder
*''Description'' - Destroyers are equipped with the blast weapon, which is solely for attacking D-Submarines. Probably the best counter to Troopers, as well a decent option for lower amounts of Fighters. As Fighter numbers climb, it becomes less and less cost effective to match them with Destroyers. Destroyer Beams are much more powerful than Cruiser Beams, making them work decently against beam resistant targets.
 
  +
*''Preferred weapon to counter this ship'' - Bombs
 
  +
*''Description'' - Destroyers are equipped with the blast weapon, which is solely for attacking D-Submarines. Can fight Fighters and Mecha, but is not generally a cost efficient trade against them.
 
   
 
*'''Light Destroyers'''
 
*'''Light Destroyers'''
Line 141: Line 178:
 
*''Price'' - 1000
 
*''Price'' - 1000
 
*''Moving Range'' - 4
 
*''Moving Range'' - 4
  +
*''Slowed by x2'' - [[File:blueswirl.png]] [[File:Greenswirl.png]] [[File:Sparks.png]] [[File:Asteroid.png]] [[File:Crystal.png]]
*''Weapons'' - Blasts, Beams
 
  +
*''Slowed by x3'' - [[File:Derelict.png]]
*''Strong against'' - D-Submarines, Troopers (heavy losses)
 
  +
*''Weapons'' - Blasts, Beams (general purpose)
*''Weak against'' - Missile Ships, Cruisers
 
  +
*''Cost-efficient against'' - D-Submarines
*''Preferred weapon to counter this ship'' - Bombs, then Beams
 
  +
*''Cost-inefficient against'' - Everything else
*''Description'' - Destroyers are equipped with the blast weapon, which is solely for attacking D-Submarines. Probably the best counter to Troopers, as well a decent option for lower amounts of Fighters. As Fighter numbers climb, it becomes less and less cost effective to match them with Destroyers. Destroyer Beams are much more powerful than Cruiser Beams, making them work decently against beam resistant targets.
 
  +
*''Preferred weapon to counter this ship'' - Bombs
 
  +
*''Description'' - Same as the Heavy Destroyer, but weaker and cheaper. This version is only worth using for its Blast weapon on D-Subs. The loss in power makes it far less able to deal damage to anything else.
 
   
 
*'''Missile Ships'''
 
*'''Missile Ships'''
Line 155: Line 192:
 
*''Price'' - 500
 
*''Price'' - 500
 
*''Moving Range'' - 6
 
*''Moving Range'' - 6
  +
*''Slowed by x2'' - [[File:blueswirl.png]] [[File:Asteroid.png]] [[File:Crystal.png]]
  +
*''Slowed by x3'' - [[File:Greenswirl.png]] [[File:Derelict.png]] [[File:Sparks.png]]
 
*''Weapons'' - Bombs
 
*''Weapons'' - Bombs
*''Strong against'' - Destroyers, Carriers
+
*''Cost-efficient against'' - Destroyers, Cruisers, Cannon Fodder
*''Weak against'' - Fighters, Troopers
+
*''Cost-inefficient against'' - Fighters, Mecha
*''Preferred weapon to counter this ship'' - Bombs, then Beams
+
*''Preferred weapon to counter this ship'' - Bombs
  +
*''Description'' - Can deal heavy losses to just about any ship, and costs very little. One of the few ships that Cannon Fodder can't be cost efficient against. However, its inability to do much against Fighters and Mecha keep this from being a prime choice.
*''Description'' - Missile ships are not very durable, but the attack can be effective for the low cost. Decent against Flagships.
 
 
 
   
 
*'''Ammo Tenders'''
 
*'''Ammo Tenders'''
Line 169: Line 206:
 
*''Price'' - 200
 
*''Price'' - 200
 
*''Moving Range'' - 5
 
*''Moving Range'' - 5
  +
*''Slowed by x2'' - [[File:Derelict.png]] [[File:Greenhaze.png]]
  +
*''Slowed by x3'' - [[File:blueswirl.png]] [[File:Greenswirl.png]] [[File:Asteroid.png]] [[File:Crystal.png]] [[File:Sparks.png]]
 
*''Weapons'' - Beams (63 charges)
 
*''Weapons'' - Beams (63 charges)
*''Strong against'' - ?
+
*''Cost-efficient against'' - Most ships
*''Weak against'' - ?
+
*''Cost-inefficient against'' - Missile Ships, Fighters, Cannon Fodder
*''Preferred weapon to counter this ship'' - Bombs, then Beams
+
*''Preferred weapon to counter this ship'' - Bombs
*''Description'' - These ships can fill up the ammo of any vessel next to it provided the tender nor the receiving ship has moved/attacked. They can attack but are very weak (weapon and ammo refill both use a Beam charge).
+
*''Description'' - These ships can fill up the ammo of any vessel next to it provided the tender nor the receiving ship has moved/attacked. They can attack but are very weak, about the same as Cannon Fodder (weapon and ammo refill both use a Beam charge). This ship can actually fight and harass effectively against most ships, and has the added benefit of not running out of ammunition easily. Cannon Fodder is usually better for the task thanks to a lower cost. It IS a superior ammunition draining ship against weak vessels, however, thanks to its 63 beam charges.
 
 
   
 
*'''D-Submarines'''
 
*'''D-Submarines'''
Line 184: Line 221:
 
*''Moving Range'' - 2
 
*''Moving Range'' - 2
 
*''Weapons'' - XBombs
 
*''Weapons'' - XBombs
*''Strong against'' - Cruisers, Missile Ships, Carriers, Battleships
+
*''Cost-efficient against'' - Cruisers, Missile Ships
*''Weak against'' - Destroyers
+
*''Cost-inefficient against'' - Destroyers, Cannon Fodder
*''Preferred weapon to counter this ship'' - Blasts, then XBombs, then Bombs
+
*''Preferred weapon to counter this ship'' - Blasts, XBombs
*''Description'' - The sole carrier of the XBomb weapon, which is almost identical in characteristics to a regular bomb, save for being good against D-Subs and bad against Destroyers. This ship only has 2 movement, but cannot be slowed by terrain. Has a very high defense against every type of attack except Blasts and the Cannon's attack.
+
*''Description'' - The sole carrier of the XBomb weapon, which is almost identical in characteristics to a regular bomb, save for being good against D-Subs and bad against Destroyers. This ship only has 2 movement, but cannot be slowed by terrain. It has a very high defense against every type of attack except Blasts, XBombs, and the Cannon's attack.
 
 
   
*'''Scout Ships'''
+
*'''Cannon Fodder'''
 
[[File:Scout.png]] [[File:Scoutbacterian.png]]
 
[[File:Scout.png]] [[File:Scoutbacterian.png]]
 
*''Original Names'' - Scout Ship, Cyber Eye
 
*''Original Names'' - Scout Ship, Cyber Eye
Line 197: Line 232:
 
*''Price'' - 100
 
*''Price'' - 100
 
*''Moving Range'' - 7
 
*''Moving Range'' - 7
  +
*''Slowed by x2'' - [[File:blueswirl.png]] [[File:Greenhaze.png]] [[File:Sparks.png]] [[File:Asteroid.png]] [[File:Crystal.png]] [[File:Derelict.png]]
*''Weapons'' - Beams
 
  +
*''Slowed by x3'' - [[File:Greenswirl.png]]
*''Strong against'' - ?
 
  +
*''Weapons'' - Beams (general purpose)
*''Weak against'' - ?
 
  +
*''Cost-efficient against'' - Most ships
*''Preferred weapon to counter this ship'' - Bombs, then Beams
 
  +
*''Cost-inefficient against'' - Missile Ships, Fighters (discounting the Carrier cost)
*''Description'' - Cannon Fodder/Harassment unit. Rarely able to hit anything. More likely to be used to block an enemy or waste their ammunition.
 
  +
*''Preferred weapon to counter this ship'' - Bombs
 
  +
*''Description'' - Cannon Fodder/Harassment unit. Rarely able to hit anything. However, the low cost means that the few hits that it does cost the enemy a lot more money. Can be used en-masse to wear down the enemy or deplete ammunition. Performs surprisingly well against Flagships. Keep it away from Missile Ships and Fighters unless you're trying to deplete ammo; you can't really fight them cost effectively with Cannon Fodder.
 
   
 
*'''Carriers'''
 
*'''Carriers'''
Line 211: Line 246:
 
*''Price'' - 4000
 
*''Price'' - 4000
 
*''Moving Range'' - 4
 
*''Moving Range'' - 4
  +
*''Slowed by x2'' - [[File:Asteroid.png]] [[File:Crystal.png]] [[File:Sparks.png]]
  +
*''Slowed by x3'' - [[File:Greenswirl.png]]
  +
*''Slowed by x4'' - [[File:Derelict.png]]
 
*''Weapons'' - Beams
 
*''Weapons'' - Beams
*''Strong against'' - ?
+
*''Cost-efficient against'' - None
*''Weak against'' - ?
+
*''Cost-inefficient against'' - Everything
*''Preferred weapon to counter this ship'' - Bombs, then Beams
+
*''Preferred weapon to counter this ship'' - Bombs
*''Description'' - They are needed in the fleet if Fighter and/or Troopers are going to be used. They are very weak, but destruction of them will not destroy your Fighters/Troopers, though if you warp without a Carrier, any Fighters or Troopers will be left behind.
+
*''Description'' - They are needed in the fleet if Fighter and/or Mecha are going to be used. They are very weak, but destruction of them will not destroy your Fighters/Mecha, though if a fleet warps without a Carrier, any Fighters or Mecha in the fleet will be lost.
 
 
   
 
*'''Fighters'''
 
*'''Fighters'''
Line 225: Line 261:
 
*''Price'' - 500
 
*''Price'' - 500
 
*''Moving Range'' - 8
 
*''Moving Range'' - 8
  +
*''Slowed by x2'' - [[File:Sparks.png]] [[File:Greenhaze.png]]
  +
*''Slowed by x4'' - [[File:blueswirl.png]] [[File:Greenswirl.png]]
 
*''Weapons'' - Bombs, Beams
 
*''Weapons'' - Bombs, Beams
*''Strong against'' - Planet Attackers, Flagships
+
*''Cost-efficient against'' - Cruisers, Missile Ships, Cannon Fodder
*''Weak against'' - Troopers, Destroyers (heavy losses)
+
*''Cost-inefficient against'' - Mecha
 
*''Preferred weapon to counter this ship'' - Beams
 
*''Preferred weapon to counter this ship'' - Beams
*''Description'' - They have very long range and are armed with Beam and Missiles weapons. They do some of the best damage with either weapon. Fighters get slowed down greatly by Swirls (takes 4 movement for one). Weak to Beam weapons. Very cost effective against Cruisers, which the A.I. will stupidly hurl into them over and over.
+
*''Description'' - They have very long range and are armed with Beam and Missiles weapons. They do some of the best damage with either weapon. Fighters get slowed down greatly by Vortexes (takes 4 movement for one). Weak to Beam weapons. Very cost effective against Cruisers, which the A.I. will stupidly hurl into them over and over. This is the ship to beat.
   
  +
*'''Mecha'''
 
 
*'''Troopers'''
 
 
[[File:Battlesuit.png]] [[File:Cybersuit.png]]
 
[[File:Battlesuit.png]] [[File:Cybersuit.png]]
 
*''Original Names'' - Battlesuits, Cybersuits
 
*''Original Names'' - Battlesuits, Cybersuits
Line 239: Line 275:
 
*''Price'' - 800
 
*''Price'' - 800
 
*''Moving Range'' - 7
 
*''Moving Range'' - 7
  +
*''Slowed by x2'' - [[File:Sparks.png]] [[File:Greenhaze.png]]
*''Weapons'' - Bombs, Beams
 
  +
*''Slowed by x4'' - [[File:blueswirl.png]] [[File:Greenswirl.png]]
*''Strong against'' - Carriers, Fighters
 
  +
*''Weapons'' - Beams (general purpose)
*''Weak against'' - Destroyers, D-Submarines (stalemate)
 
  +
*''Cost-efficient against'' - Cruisers, Missile Ships, Fighters
  +
*''Cost-inefficient against'' - Cannon Fodder
 
*''Preferred weapon to counter this ship'' - Beams
 
*''Preferred weapon to counter this ship'' - Beams
*''Description'' - The limitation to beams makes this unit not as good at attacking some of the larger ships, but overcomes a lot of the deficiencies of not having bombs with sheer power. Fighters are more cost efficient for general purpose duty, but this can hold its own while being a huge threat to Fighters.
+
*''Description'' - The main advantage of Mecha is that this unit generally wins at cost-efficiency versus Fighters, though stat differences, RNG, and terrain can easily swing the battle out of its favor. Other than that, Mecha fight just as well against everything using their Beams as the Fighters do with either weapon.
   
  +
*'''Capture Ships'''
 
 
*'''Planet Attackers'''
 
 
[[File:Ops.png]] [[File:Aps.png]]
 
[[File:Ops.png]] [[File:Aps.png]]
*''Original Names'' - O P S, A P S
+
*''Original Names'' - O P S (Occupy Planet Ship), A P S (Anti-Planet Ship)
 
*''Fan-Translated Names'' - Scout, Dragon
 
*''Fan-Translated Names'' - Scout, Dragon
 
*''Price'' - 200
 
*''Price'' - 200
 
*''Moving Range'' - 4
 
*''Moving Range'' - 4
  +
*''Slowed by x2'' - [[File:blueswirl.png]] [[File:Derelict.png]]
  +
*''Slowed by x3'' - [[File:Greenswirl.png]]
 
*''Weapons'' - Bombs, Beams
 
*''Weapons'' - Bombs, Beams
*''Strong against'' - ?
+
*''Cost-efficient against'' - Most ships
*''Weak against'' - Fighter, Trooper, Cruiser, Destroyer
+
*''Cost-inefficient against'' - Fighter, Mecha, Cannon Fodder
*''Preferred weapon to counter this ship'' - Bombs, then Beams
+
*''Preferred weapon to counter this ship'' - Bombs
*''Description'' - These ships are the second most important next to Base Ships in a fleet. They are the '''only''' ship capable of conquering planets.
+
*''Description'' - These ships are the second most important next to Base Ships in a fleet. They are the '''only''' ship capable of conquering planets. They can be used as harassment ships effectively, but Cannon Fodder fills that role more cost efficiently.
 
 
   
 
*'''Cannons'''
 
*'''Cannons'''
Line 267: Line 303:
 
*''Price'' - 6500
 
*''Price'' - 6500
 
*''Moving Range'' - 7
 
*''Moving Range'' - 7
  +
*''Slowed by x2'' - [[File:Greenswirl.png]] [[File:Greenhaze.png]] [[File:Sparks.png]] [[File:Asteroid.png]] [[File:Crystal.png]]
  +
*''Slowed by x3'' - [[File:blueswirl.png]] [[File:Derelict.png]]
 
*''Weapons'' - Beams (Range 4 only, hits all units in a cross shape)
 
*''Weapons'' - Beams (Range 4 only, hits all units in a cross shape)
*''Strong against'' - Instant death
+
*''Cost-efficient against'' - n/a
*''Weak against'' - Everything except Scouts
+
*''Cost-inefficient against'' - n/a
*''Preferred weapon to counter this ship'' - Bombs, then Beams
+
*''Preferred weapon to counter this ship'' - Bombs
*''Description'' - The Cannons are the most powerful vessel available but it only shoots at range 4 directly (but can hit range 3 and 5 with the splash). It kills anything (including friendly units in range) in a single shot. There is only 1 ship in this group so it's really easy to destroy.
+
*''Description'' - The Cannons are the most powerful vessel available but it only shoots at range 4 directly (but can hit range 3 and 5 with the splash). It kills anything (including friendly units in range) in a single shot. There is only 1 ship in this group so it's really easy to destroy. A well placed Cannon can instantly remove an entire fleet in one shot to the Flagship, making it a great defense option for your home system.
  +
  +
===Commander stats===
  +
There are four stats in this game, and three of them are used to determine the Battle Value of each combatant. These four stats can be as low as 0, and as high as 15.
  +
  +
'''Battle Value''' - This value is determined by factoring the weapon, the ship type, the enemy's ship type, the terrain they are on, as well as your attack, defense, and terrain (if applicable). This value is then measured against a random roll of 0 - 255 an amount of times equal to the attacker's HP (i.e. a 7 HP unit is measured 7 times). If the number rolled is lower than the Battle Value during any of these measurements, then a hit point is deducted from the enemy. The battle values are found at ram addresses 0065 and 0066, and swap sides depending on who initiates the attack.
  +
  +
[[File:Spade.png]] '''Attack''' - This stat boosts the battle value of a given ship in combat. A stat of 15 can boost your Battle Value by about 18%. The fan translation calls this "Command".
  +
  +
[[File:Clubs.png]] '''Defense''' - This stat reduces the opposing ship's battle value. A stat of 15 here can reduce the enemy's battle value by about 6%. The fan translation refers to this as "Power".
  +
  +
[[File:Heart.png]] '''Luck''' - This stat modifies the random result by adding the luck value directly into the roll. A stat of 15 boosts the random result by about 5%. HOWEVER... this stat was implemented backwards! A LOWER random number is desired, so you want to have the LOWEST VALUE POSSIBLE here. Maxing out this stat actually gives your enemy a 5% higher survival. This stat is called "Luck" in the translation as well.
  +
  +
[[File:Diamond.png]] '''Terrain''' - A high stat here simply mitigates the damage reduction of the enemy's terrain. A maxed stat results in an increase of roughly 20% when battling an enemy on terrain. This stat is called "Wealth" in the translation.
  +
  +
Stats are found starting at the ram address 6480.
   
 
===Terrain===
 
===Terrain===
  +
Some terrain offers a defensive bonus to ships residing on it, reducing the Battle Value of incoming fire from an opposing ship. It doesn't matter if you or your opponent initiate the attack. The Terrain score of an opposing ship will mitigate some of the damage reduction applied to it.
[http://translate.google.ca/translate?sl=auto&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fwww.geocities.jp%2Ffrnyanko%2Fsetsumei%2Ffamicom%2Fcosmicwars%2Fcosmicwars.html Check the unit map for unit movement reduction values]
 
   
  +
These scores are provided by the manual, and are not accurate (testing required).
[[Image:Space.png]] '''Space''' - 0% combat bonus.<br /><br />
 
  +
[[Image:blueswirl.png]] '''Blue Swirl''' - 37.5% combat bonus.<br /><br />
 
[[Image:Greenswirl.png]] '''Green Swirl''' - 12.5% combat bonus.<br /><br />
+
[[File:Space.png]] '''Space''' - 0% combat bonus.
  +
[[Image:Greenhaze.png]] '''Green Haze''' - 25% combat bonus.<br /><br />
 
  +
[[Image:Derelict.png]] '''Derelict''' - 12.5% combat bonus.<br /><br />
 
[[Image:Asteroid.png]] '''Asteroids''' - 50% combat bonus.<br /><br />
+
[[File:blueswirl.png]] '''Blue Vortex''' - 37.5% combat bonus.
  +
[[Image:Crystal.png]] '''Crystals''' - 50% combat bonus.<br /><br />
 
  +
[[Image:Sparks.png]] '''Sparks''' - 12.5% combat bonus.<br /><br />
 
  +
[[File:Greenswirl.png]] '''Green Vortex''' - 12.5% combat bonus.
[[Image:Station.png]] '''Starbase''' - 12.5% combat bonus. Starbase can refill ammo and also will heal 2 units per use of the Supply command (allowed once per turn), however you must have the funds. These are determined by ship type.<br /><br />
 
  +
[[Image:Warpgate.png]] '''Warpgate''' - If you warp, you must exit from these. Additionally, you may use them during combat phases by placing the Flagship on top of them and choosing warp from the menu.<br /><br />
 
  +
[[Image:Asteroidbrownimpassable.png]] '''Volcanoes''' - Impassable.<br /><br />
 
[[Image:Orangeorganic.png]] '''Organic Wall''' - Impassable.<br /><br />
+
[[File:Greenhaze.png]] '''Green Haze''' - 25% combat bonus.
  +
[[Image:Redorganic.png]] '''Red Organic Wall''' - Impassable.<br /><br />
 
  +
[[Image:Metalrock.png]] '''Metal Rock''' - Impassable.<br /><br />
 
[[Image:Comet.png]] '''Comet''' - Impassable.<br /><br />
+
[[File:Derelict.png]] '''Derelict''' - 12.5% combat bonus.
  +
[[Image:Planet.png]] '''Planet''' - You need to conquer these to earn more funds. Every planet you conquer gives +$200 and every addition to them gives you +$100 to that each round. Also, all units adjacent to an allied planet can get ammo replaced during the resupply option in combat.<br /><br />
 
  +
[[Image:Capitalplanetb.png]] '''Capital Planet''' - You must capture this planet to win.<br /><br />
 
[[Image:Sun.png]] '''Sun''' - A large impassable object.
+
[[File:Asteroid.png]] '''Asteroids''' - 50% combat bonus.
  +
  +
  +
[[File:Crystal.png]] '''Ice Asteroids''' - 50% combat bonus.
  +
  +
  +
[[File:Sparks.png]] '''Sparks''' - 12.5% combat bonus.
  +
  +
  +
[[File:Station.png]] '''Starbase''' - 12.5% combat bonus. Starbase can refill ammo and also will heal 2 units per use of the Supply command (allowed once per turn), however you must have the funds. These are determined by ship type.
  +
  +
  +
[[File:Warpgate.png]] '''Warpgate''' - If you warp, you must exit from these. Additionally, you may use them during combat phases by placing the Flagship on top of them and choosing warp from the menu.
  +
  +
  +
[[File:Asteroidbrownimpassable.png]] '''Volcanoes''' - Impassable.
  +
  +
  +
[[File:Orangeorganic.png]] '''Organic Wall''' - Impassable.
  +
  +
  +
[[File:Redorganic.png]] '''Red Organic Wall''' - Impassable.
  +
  +
  +
[[File:Metalrock.png]] '''Metal Rock''' - Impassable.
  +
  +
  +
[[File:Comet.png]] '''Comet''' - Impassable.
  +
  +
  +
[[File:Planet.png]] '''Planet''' - You need to conquer these to earn more funds. Every planet you conquer gives +$200 and every addition to them gives you +$100 to that each round. Also, all units adjacent to an allied planet can get ammo replaced during the resupply option in combat.
  +
  +
  +
[[File:Capitalplanetb.png]] '''Capital Planet''' - You must capture this planet to win.
  +
  +
  +
[[File:Sun.png]] '''Sun''' - A large impassable object.
   
 
===Events===
 
===Events===
  +
(the BRC translation patch names are first, the originals are in brackets)
   
*'''Hope''' - You get a boost in money this round (maybe 2X).
+
*'''Hope (Boom)''' - Money gained is doubled this round.
*'''Mine Find''' - You get a big boost in money this round (maybe 3X).
+
*'''Mine Find''' - Money gained is tripled this round.
*'''Gas Bomb''' - Affected Fleet loses 2 ships in every squad.
+
*'''Gas Bomb (Space Storm)''' - Affected Fleet loses 2 ships in every squad.
*'''Bomb''' - Affected Fleet loses 2 ships in every squad.
+
*'''Bomb (Nova)''' - Affected Fleet loses 2 ships in every squad.
*'''Uprising''' - Total money is cut in half
+
*'''Uprising (Space Pirates)''' - Total money is cut in half.
*'''Doom''' - You get no money this round.
+
*'''Doom (Recession)''' - You get no money this round.
*'''Aliens''' - All planets in a solar system lose one bar.
+
*'''Aliens (Plague)''' - All planets in a solar system lose one bar.
  +
*'''Wars (Rebellion)''' - All planets in a solar system lose one bar. If the level of a planet is 3 or less, it may revert to neutral.
   
===Other Information===
+
===Strategy===
  +
Warping out has many strategic concerns.
   
  +
-Warping cannot be done with a Warp Phase if an enemy fleet exists in the system, and must be done by the Warp command during combat by sitting the Flagship on a warp hole.
*Like the Famicom Wars games, the instigator of an attack does more damage than when defending.
 
  +
*The amount of force applied dampens the damage dealt in return, although this appears to be independent of how many enemy units are destroyed (it's possible to take damage even if you deal enough damage to wipe out the enemy).
 
  +
-Warping out during your turn with your last fleet allows the enemy to warp in on top of it and destroy it.
*There is definitely some random element to the amount of damage done (tested with savestates).
 
  +
*Similar classes of wounded units can reinforce each other by stacking so long as their total number is &lt;= 10.
 
  +
-Warping out during your opponent's turn allows you to regroup and warp back in on your turn immediately.
  +
  +
-Warping out also can end a combat phase prematurely if its the last fleet. This can be done on purpose.
  +
  +
-Avoid destroying your opponent's last Flagship if you want the combat phase to continue. Similarly, you can suicide your last Flagship to terminate the combat.
  +
  +
-Artillery can fire immediately on warp-in. This includes Cannons.
  +
  +
===Additional information===
  +
*This game uses the combat model of the early Wars games. Both sides will attack simultaneously, and the damage dealt cannot exceed the amount of attackers.
  +
*There is a heavy random element in damage dealing, influenced by the "Wealth" score. The same battle under the same conditions can have wildly different results.
  +
*Damaged same class units can reinforce each other by stacking, as long as one point is missing from either one. *If the unit is over the max due to reinforcement, the remaining points will stay with the reinforcing unit.
 
*Unlike Famicom Wars, a unit that has been reinforced does not lose its movement. You can chain together many reinforcement actions to ultimately propel your forces much farther than they could have individually. Note that the ammunition of the resulting unit is that of the unit being reinforced (ammo of the reinforcing unit is lost).
 
*Unlike Famicom Wars, a unit that has been reinforced does not lose its movement. You can chain together many reinforcement actions to ultimately propel your forces much farther than they could have individually. Note that the ammunition of the resulting unit is that of the unit being reinforced (ammo of the reinforcing unit is lost).
  +
*Commander ranks are G, F, E, D, C, B, A, AA, S, and SS (you cannot purchase above A rank). This is just a result of the total amount of the four stats, not a strength stat on its own.
*When defending, a unit will fire a preferred weapon if available (H Bombs over Beams, and Beams over A Blasts). This corresponds to the best weapon to attack the attacker.
 
*Commander ranks are G, F, E, D, C, B, A, AA, S, and SS (you cannot purchase above A rank). You gain experience by destroying and conquering. You promote when your stat values reach a total amount as a whole. This seems to just be a result of the total amount of the four stats, rather than a strength stat on its own.
 
 
*Higher hiring costs can bring in better commanders, but you must offer a lot of money to make much of a difference (and the result is highly random - it still might not pay off).
 
*Higher hiring costs can bring in better commanders, but you must offer a lot of money to make much of a difference (and the result is highly random - it still might not pay off).
*I'm not sure what the different stats do for the fleet. They are Command (Spade), Power (Club), Wealth (Diamond), Luck (Heart). According to a Japanese site, Spade is attacking strength, Club is defense, Heart is luck, and Diamond is "ability to utilize terrain".
 
*If you buy stuff, you have to wait a round before you get the stuff. Any disbanded units will show up on the build queue (and be repaired).
 
 
*When a fleet warps into a system, enemy ships underneath the units that warp in will be destroyed.
 
*When a fleet warps into a system, enemy ships underneath the units that warp in will be destroyed.
*Your funds maxes at 99999.
 
 
*Destroying certain stronger classes with weaker classes may net you better EXP.
 
*Destroying certain stronger classes with weaker classes may net you better EXP.
*[http://www.giantbomb.com/cosmic-wars/3030-33551/images/ Giant Bomb manual scans]
 
*[http://translate.google.ca/translate?sl=auto&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fwww.geocities.jp%2Ffrnyanko%2Fsetsumei%2Ffamicom%2Fcosmicwars%2Fcosmicwars.html Japanese Cosmic Wars site]
 
 
==See Also:==
 
 
*[[Gradius]]
 
*[[Nemesis]]
 
   
  +
==See also==
  +
*''[[Gradius]]''
   
{{Template:Games}}
+
{{Games}}
 
[[Category:Games]]
 
[[Category:Games]]
[[Category:Other Games]]
+
[[Category:NES games‎]]
[[Category:Famicom Games]]
 
[[Category:Mobile Phone Games]]
 

Revision as of 22:53, 28 March 2020

Cosmic Wars (コズミックウォーズ Kozumikku Wōzu?) is a turn-based strategy game produced by Konami in 1989 based upon the wars of the Gradius/Nemesis series. It was released only in Japan on the Famicom. The game has a spiritual sequel that was released in 1997 called Paro Wars, which is Cosmic Wars' Parodius equivalent.

Description

Cosmic Wars is a turn-based strategy game, in the vein of the Famicom Wars series, pitting the Gradians against the Bacterians. Much like its inspiration, there are several types of units with differing abilities. Armies are formed, and both sides attempt to capture planets to control income, and eventually conquer a capital planet to win the battle. Turns are conducted through several different phases, starting with a 'Hiring' phase, a 'Purchasing' phase, two 'Combat' phases, and a 'Planet Repair' phase. Occasionally, events happen at the beginning of a player's turn which could be beneficial or detrimental.

The introduction shows an alliance that lasted over 900 years between the Gradians and the Bacterians which was shattered by an unknown attack. It is unknown which side attacked first, but this event resulted in an all-out war. The player must take up either the Gradian or Bacterian side and conquer whole systems and finally take over their opponent's home planet. It is unknown what Gradius/Nemesis games this conflict is related to, or if this is simply another branch in the series.

Story

The history of mankind is the history of battle.

Many countries were born with the glory, and they went scattering.
However, the destruction caused by fighting and the circulation of construction will increase the civilization of mankind to a more powerful one,
It became the driving force of a new breakthrough.
And at last the human race started thinking to control the universe.
The creation of that new history,

I did not notice that it was the beginning of a new battle · · · ·

Prologue

In the Procyon star system, the first stellar state of humanity was built. The universe history starts here.

About 100 years after the establishment of the first stationary state, a triangle star system was newly born (106 years of space history). With the development of numerous space developments thereafter, the human race successively formed a nova nation state.

Space history 230 years, the birth of a diamond star system.
In 382, ​​the cassiopeia star system nation was born.
In 418, the birth of a rabbit-like system.
In 532, the Orion star system nation was born.
In 604, Andromeda star system nation was born.

And in 639 years of space history, the human race started the development of Centaurus star system. However, contact from one party investigating the third planet of the same star system Sissain was suddenly stopped.
As a result of the emergency follow-up survey, we concluded that there was an accident caused by a huge meteorite collision. The next year, many unmanned vessels headed to the planet for full-fledged cause investigation.

Space history 645 years, the returning unmanned exploration boat is slightly one machine. However, people shudd at the information brought there. The accident of the third planet of the star Sisain was not a collision of a meteorite. A deliberate attack by someone, the investigation team was annihilated.
Human beings have the most tragic encounters with unknown life forms.

Space history 649, each star system was attacked by an unknown life form. On the other hand, all the fixed star states fought with strong unity.

Here, the spectacular space war "Cosmic Wars" which human beings could not experience yet was started.

Gameplay

Phases

  • Purchase - Spacecraft can be purchased in this phase. Purchased craft will not be completed until your next turn. There are a limited number of manufacturing slots.
  • Hire - This is where you hire the commanders needed to create a fleet. You can make an offer, and up to five potential commanders will show interest, at which point you can hire one or more at the price you offered. A higher price tends to attract higher grade commanders and more of them, but there is a heavy amount of RNG involved.
  • Make Unit - You can create a fleet by selecting a commander you have hired, choosing units that have already been constructed from your pool, then placing it anywhere in your capital solar system. Units must contain a single Flagship unit.
  • Warp - This phase has three functions:
    • Warp - permits a fleet to warp to any solar system connected to the one they are currently in, without the Base unit needing to be on top of a warp gate. This cannot be used if an opposing fleet exists in the system your fleet is warping from.
    • Disband - You may disband any fleet inside your capital system, which will return all units of the fleet to your production slots for the Purchase phase of next turn, allowing you to refurbish them at no cost. You can use this to repair a lot of damaged units for free, or to free up your highly experienced commanders of decimated units.
    • Trade - You can trade units between fleets in the same solar system.
  • Combat 1 - This phase can only be invoked in solar systems containing fleets from both sides. There are three sub-phases called Move-1, Move-2, and Move-3, in which a player may move, attack, or perform special actions, eventually ending the sub-phase. A Warp command is available, which will allow a Flagship to warp if it is positioned on top of a warpgate. Both players receive a full set each of these three sub-phases, alternating them between each player. If all fleets from either army in the system are removed from play, Combat 1 ends immediately. A solar system that has had combat occur there cannot have a second separate round of combat occur by any means.
  • Combat 2 - In contrast, this phase allows "combat" in solar systems that only contain your fleets. You can use it to adjust your positioning or capture planets in such systems, just like you could in Combat 1. A solar system that has just had a Combat 1 phase cannot have a Combat 2 phase. Note that the Warp command is unavailable; that command can only be performed in Combat 1.
  • Upgrade - During this phase, you can repair damaged planets that are under your control. It costs 500 per bar, for a maximum of seven bars besides the first (which cannot be removed). You can only perform one upgrade per turn per planet. Each upgrade adds 100 to the dividend the planet will give at the beginning of the turn, as well as the amount of damage it can take before it is captured. It will take five turns to break even on a single upgrade (-500, +100 per turn).

Ships

There are several types of ships available to each side that can be used in your campaign to conquer your enemy. Their names and capabilities will be listed below. Each group has 10 ships (health) except where noted.

There are 4 possible weapon types:

  • Bombs - Deals good damage to most targets
  • Beams - For dealing with Fighters and Mecha, though there are generic beams that work on most targets
  • Blasts - Which are great for D-Submarines and are otherwise useless
  • X-Bombs - X-Bombs are interchangeable with regular Bombs, save for working well on D-Subs and poorly on Destroyers.
  • Flagships

Flagship Bacterian

  • Original Names - Flagship, Bacterian
  • Fan-Translated Names - Warpbase, Starbase
  • Price - 500
  • Moving Range - 5
  • Slowed by x2 - Blueswirl Greenswirl Sparks
  • Slowed by x3 - Asteroid Crystal Derelict
  • Weapons - Bombs, Beams
  • Cost-efficient against - n/a
  • Cost-inefficient against - n/a
  • Preferred weapon to counter this ship - Bombs
  • Description - This is the most important ship in your fleet. If this is destroyed, your fleet will also be destroyed. It has high defense against all attacks, save for the instant kill of the cannons.
  • Heavy Battleships

BattleshipA Bigcore

  • Original Names - Battleship A, Big Core
  • Fan-Translated Names - Warhawk, Samurai
  • Price - 3000
  • Moving Range - 4
  • Slowed by x2 - Blueswirl Greenswirl Sparks
  • Slowed by x3 - Asteroid Crystal Derelict
  • Weapons - Bombs, Beams (Range 3 - 5)
  • Cost-efficient against - n/a
  • Cost-inefficient against - n/a
  • Preferred weapon to counter this ship - Bombs
  • Description - Artillery ships. These ships can fire from a long distance but cannot fire if they move. Tough to kill, and deals respectable damage to most ships. They cannot attack spaces below range 3, or counter-attack.
  • Light Battleships

BattleshipB Littlecore

  • Original Names - Battleship B, Little Core
  • Fan-Translated Names - Baracuda, Ninja
  • Price - 2500
  • Moving Range - 6
  • Slowed by x2 - Blueswirl Greenswirl Sparks
  • Slowed by x3 - Asteroid Crystal Derelict
  • Weapons - Bombs, Beams (Range 2 - 3)
  • Cost-efficient against - n/a
  • Cost-inefficient against - n/a
  • Preferred weapon to counter this ship - Bombs
  • Description - Same as the Heavy Battleship, except weaker and less expensive. The lower minimum range may help give fire-support to tighter formations, and the higher movement range may aid in keeping up with the main fleet. The Heavy Battleship is usually the better buy.
  • Heavy Cruisers

Heavycruiser Heavycruiserbacterian

  • Original Names - Heavy Cruiser
  • Fan-Translated Names - Injector, Wraith
  • Price - 1900
  • Moving Range - 7
  • Slowed by x2 - Blueswirl Greenswirl Sparks Asteroid Crystal
  • Slowed by x3 - Derelict
  • Weapons - Bombs, Beams
  • Cost-efficient against - Destroyers
  • Cost-inefficient against - Fighters, Mecha, Missile Ships, Cannon Fodder
  • Preferred weapon to counter this ship - Bombs
  • Description - Bloated expensive ship. Can deal good damage to most ship types, but will usually take too much damage to be cost effective. Can barely beat Destroyers cost efficiently most of the time, but RNG, commander stat differences, or terrain can easily swing this the other way. Cruisers can also safely defeat Fighters that have had their Bombs depleted.
  • Light Cruisers

Lightcruiser Lightcruiserbacterian

  • Original Names - Light Cruiser
  • Fan-Translated Names - Sunshark, Griffon
  • Price - 1700
  • Moving Range - 6
  • Slowed by x2 - Blueswirl Greenswirl Sparks Asteroid Crystal
  • Slowed by x3 - Derelict
  • Weapons - Bombs, Beams
  • Cost-efficient against - None
  • Cost-inefficient against - Everything
  • Preferred weapon to counter this ship - Bombs
  • Description - Same as the Heavy Cruiser, except weaker but less expensive. The loss in power is simply too great to attack Heavy Destroyers (or much else for that matter). Avoid.
  • Heavy Destroyers

DestroyerA DestroyerAbacterian

  • Original Names - Destroyer A
  • Fan-Translated Names - Eagle, Valkyrie
  • Price - 1200
  • Moving Range - 6
  • Slowed by x2 - Blueswirl Greenswirl Sparks Asteroid Crystal
  • Slowed by x3 - Derelict
  • Weapons - Blasts, Beams (general purpose)
  • Cost-efficient against - D-Submarines
  • Cost-inefficient against - Missile Ships, Cruisers, Cannon Fodder
  • Preferred weapon to counter this ship - Bombs
  • Description - Destroyers are equipped with the blast weapon, which is solely for attacking D-Submarines. Can fight Fighters and Mecha, but is not generally a cost efficient trade against them.
  • Light Destroyers

DestroyerB DestroyerBbacterian

  • Original Names - Destroyer B
  • Fan-Translated Names - Rogue, Demon
  • Price - 1000
  • Moving Range - 4
  • Slowed by x2 - Blueswirl Greenswirl Sparks Asteroid Crystal
  • Slowed by x3 - Derelict
  • Weapons - Blasts, Beams (general purpose)
  • Cost-efficient against - D-Submarines
  • Cost-inefficient against - Everything else
  • Preferred weapon to counter this ship - Bombs
  • Description - Same as the Heavy Destroyer, but weaker and cheaper. This version is only worth using for its Blast weapon on D-Subs. The loss in power makes it far less able to deal damage to anything else.
  • Missile Ships

Missileship Missileshipbacterian

  • Original Names - Missile Ship
  • Fan-Translated Names - Falcon, Medusa
  • Price - 500
  • Moving Range - 6
  • Slowed by x2 - Blueswirl Asteroid Crystal
  • Slowed by x3 - Greenswirl Derelict Sparks
  • Weapons - Bombs
  • Cost-efficient against - Destroyers, Cruisers, Cannon Fodder
  • Cost-inefficient against - Fighters, Mecha
  • Preferred weapon to counter this ship - Bombs
  • Description - Can deal heavy losses to just about any ship, and costs very little. One of the few ships that Cannon Fodder can't be cost efficient against. However, its inability to do much against Fighters and Mecha keep this from being a prime choice.
  • Ammo Tenders

Tender Tenderbacterian

  • Original Names - Tender
  • Fan-Translated Names - Skymoth, Bloodbat
  • Price - 200
  • Moving Range - 5
  • Slowed by x2 - Derelict Greenhaze
  • Slowed by x3 - Blueswirl Greenswirl Asteroid Crystal Sparks
  • Weapons - Beams (63 charges)
  • Cost-efficient against - Most ships
  • Cost-inefficient against - Missile Ships, Fighters, Cannon Fodder
  • Preferred weapon to counter this ship - Bombs
  • Description - These ships can fill up the ammo of any vessel next to it provided the tender nor the receiving ship has moved/attacked. They can attack but are very weak, about the same as Cannon Fodder (weapon and ammo refill both use a Beam charge). This ship can actually fight and harass effectively against most ships, and has the added benefit of not running out of ammunition easily. Cannon Fodder is usually better for the task thanks to a lower cost. It IS a superior ammunition draining ship against weak vessels, however, thanks to its 63 beam charges.
  • D-Submarines

Sub Subbacterian

  • Original Names - D-Submarine
  • Fan-Translated Names - Star Car, X-Tank
  • Price - 2000
  • Moving Range - 2
  • Weapons - XBombs
  • Cost-efficient against - Cruisers, Missile Ships
  • Cost-inefficient against - Destroyers, Cannon Fodder
  • Preferred weapon to counter this ship - Blasts, XBombs
  • Description - The sole carrier of the XBomb weapon, which is almost identical in characteristics to a regular bomb, save for being good against D-Subs and bad against Destroyers. This ship only has 2 movement, but cannot be slowed by terrain. It has a very high defense against every type of attack except Blasts, XBombs, and the Cannon's attack.
  • Cannon Fodder

Scout Scoutbacterian

  • Original Names - Scout Ship, Cyber Eye
  • Fan-Translated Names - Wombat, Firefly
  • Price - 100
  • Moving Range - 7
  • Slowed by x2 - Blueswirl Greenhaze Sparks Asteroid Crystal Derelict
  • Slowed by x3 - Greenswirl
  • Weapons - Beams (general purpose)
  • Cost-efficient against - Most ships
  • Cost-inefficient against - Missile Ships, Fighters (discounting the Carrier cost)
  • Preferred weapon to counter this ship - Bombs
  • Description - Cannon Fodder/Harassment unit. Rarely able to hit anything. However, the low cost means that the few hits that it does cost the enemy a lot more money. Can be used en-masse to wear down the enemy or deplete ammunition. Performs surprisingly well against Flagships. Keep it away from Missile Ships and Fighters unless you're trying to deplete ammo; you can't really fight them cost effectively with Cannon Fodder.
  • Carriers

Carrier Carrierbacterian

  • Original Names - Space Carrier, Zelos
  • Fan-Translated Names - Mammoth, Hydra
  • Price - 4000
  • Moving Range - 4
  • Slowed by x2 - Asteroid Crystal Sparks
  • Slowed by x3 - Greenswirl
  • Slowed by x4 - Derelict
  • Weapons - Beams
  • Cost-efficient against - None
  • Cost-inefficient against - Everything
  • Preferred weapon to counter this ship - Bombs
  • Description - They are needed in the fleet if Fighter and/or Mecha are going to be used. They are very weak, but destruction of them will not destroy your Fighters/Mecha, though if a fleet warps without a Carrier, any Fighters or Mecha in the fleet will be lost.
  • Fighters

Vicviper Viccyber

  • Original Names - Vic Viper, Vic Cyber
  • Fan-Translated Names - Sunviper, Sunsabre
  • Price - 500
  • Moving Range - 8
  • Slowed by x2 - Sparks Greenhaze
  • Slowed by x4 - Blueswirl Greenswirl
  • Weapons - Bombs, Beams
  • Cost-efficient against - Cruisers, Missile Ships, Cannon Fodder
  • Cost-inefficient against - Mecha
  • Preferred weapon to counter this ship - Beams
  • Description - They have very long range and are armed with Beam and Missiles weapons. They do some of the best damage with either weapon. Fighters get slowed down greatly by Vortexes (takes 4 movement for one). Weak to Beam weapons. Very cost effective against Cruisers, which the A.I. will stupidly hurl into them over and over. This is the ship to beat.
  • Mecha

Battlesuit Cybersuit

  • Original Names - Battlesuits, Cybersuits
  • Fan-Translated Names - Tommy, X-Trooper
  • Price - 800
  • Moving Range - 7
  • Slowed by x2 - Sparks Greenhaze
  • Slowed by x4 - Blueswirl Greenswirl
  • Weapons - Beams (general purpose)
  • Cost-efficient against - Cruisers, Missile Ships, Fighters
  • Cost-inefficient against - Cannon Fodder
  • Preferred weapon to counter this ship - Beams
  • Description - The main advantage of Mecha is that this unit generally wins at cost-efficiency versus Fighters, though stat differences, RNG, and terrain can easily swing the battle out of its favor. Other than that, Mecha fight just as well against everything using their Beams as the Fighters do with either weapon.
  • Capture Ships

Ops Aps

  • Original Names - O P S (Occupy Planet Ship), A P S (Anti-Planet Ship)
  • Fan-Translated Names - Scout, Dragon
  • Price - 200
  • Moving Range - 4
  • Slowed by x2 - Blueswirl Derelict
  • Slowed by x3 - Greenswirl
  • Weapons - Bombs, Beams
  • Cost-efficient against - Most ships
  • Cost-inefficient against - Fighter, Mecha, Cannon Fodder
  • Preferred weapon to counter this ship - Bombs
  • Description - These ships are the second most important next to Base Ships in a fleet. They are the only ship capable of conquering planets. They can be used as harassment ships effectively, but Cannon Fodder fills that role more cost efficiently.
  • Cannons

Bustergun Cybergun

  • Original Names - Buster Cannon, Cyber Gun
  • Fan-Translated Names - Star Gun, X-Cannon
  • Price - 6500
  • Moving Range - 7
  • Slowed by x2 - Greenswirl Greenhaze Sparks Asteroid Crystal
  • Slowed by x3 - Blueswirl Derelict
  • Weapons - Beams (Range 4 only, hits all units in a cross shape)
  • Cost-efficient against - n/a
  • Cost-inefficient against - n/a
  • Preferred weapon to counter this ship - Bombs
  • Description - The Cannons are the most powerful vessel available but it only shoots at range 4 directly (but can hit range 3 and 5 with the splash). It kills anything (including friendly units in range) in a single shot. There is only 1 ship in this group so it's really easy to destroy. A well placed Cannon can instantly remove an entire fleet in one shot to the Flagship, making it a great defense option for your home system.

Commander stats

There are four stats in this game, and three of them are used to determine the Battle Value of each combatant. These four stats can be as low as 0, and as high as 15.

Battle Value - This value is determined by factoring the weapon, the ship type, the enemy's ship type, the terrain they are on, as well as your attack, defense, and terrain (if applicable). This value is then measured against a random roll of 0 - 255 an amount of times equal to the attacker's HP (i.e. a 7 HP unit is measured 7 times). If the number rolled is lower than the Battle Value during any of these measurements, then a hit point is deducted from the enemy. The battle values are found at ram addresses 0065 and 0066, and swap sides depending on who initiates the attack.

Spade Attack - This stat boosts the battle value of a given ship in combat. A stat of 15 can boost your Battle Value by about 18%. The fan translation calls this "Command".

Clubs Defense - This stat reduces the opposing ship's battle value. A stat of 15 here can reduce the enemy's battle value by about 6%. The fan translation refers to this as "Power".

Heart Luck - This stat modifies the random result by adding the luck value directly into the roll. A stat of 15 boosts the random result by about 5%. HOWEVER... this stat was implemented backwards! A LOWER random number is desired, so you want to have the LOWEST VALUE POSSIBLE here. Maxing out this stat actually gives your enemy a 5% higher survival. This stat is called "Luck" in the translation as well.

Diamond Terrain - A high stat here simply mitigates the damage reduction of the enemy's terrain. A maxed stat results in an increase of roughly 20% when battling an enemy on terrain. This stat is called "Wealth" in the translation.

Stats are found starting at the ram address 6480.

Terrain

Some terrain offers a defensive bonus to ships residing on it, reducing the Battle Value of incoming fire from an opposing ship. It doesn't matter if you or your opponent initiate the attack. The Terrain score of an opposing ship will mitigate some of the damage reduction applied to it.

These scores are provided by the manual, and are not accurate (testing required).

Space Space - 0% combat bonus.


Blueswirl Blue Vortex - 37.5% combat bonus.


Greenswirl Green Vortex - 12.5% combat bonus.


Greenhaze Green Haze - 25% combat bonus.


Derelict Derelict - 12.5% combat bonus.


Asteroid Asteroids - 50% combat bonus.


Crystal Ice Asteroids - 50% combat bonus.


Sparks Sparks - 12.5% combat bonus.


Station Starbase - 12.5% combat bonus. Starbase can refill ammo and also will heal 2 units per use of the Supply command (allowed once per turn), however you must have the funds. These are determined by ship type.


Warpgate Warpgate - If you warp, you must exit from these. Additionally, you may use them during combat phases by placing the Flagship on top of them and choosing warp from the menu.


Asteroidbrownimpassable Volcanoes - Impassable.


Orangeorganic Organic Wall - Impassable.


Redorganic Red Organic Wall - Impassable.


Metalrock Metal Rock - Impassable.


Comet Comet - Impassable.


Planet Planet - You need to conquer these to earn more funds. Every planet you conquer gives +$200 and every addition to them gives you +$100 to that each round. Also, all units adjacent to an allied planet can get ammo replaced during the resupply option in combat.


Capitalplanetb Capital Planet - You must capture this planet to win.


Sun Sun - A large impassable object.

Events

(the BRC translation patch names are first, the originals are in brackets)

  • Hope (Boom) - Money gained is doubled this round.
  • Mine Find - Money gained is tripled this round.
  • Gas Bomb (Space Storm) - Affected Fleet loses 2 ships in every squad.
  • Bomb (Nova) - Affected Fleet loses 2 ships in every squad.
  • Uprising (Space Pirates) - Total money is cut in half.
  • Doom (Recession) - You get no money this round.
  • Aliens (Plague) - All planets in a solar system lose one bar.
  • Wars (Rebellion) - All planets in a solar system lose one bar. If the level of a planet is 3 or less, it may revert to neutral.

Strategy

Warping out has many strategic concerns.

-Warping cannot be done with a Warp Phase if an enemy fleet exists in the system, and must be done by the Warp command during combat by sitting the Flagship on a warp hole.

-Warping out during your turn with your last fleet allows the enemy to warp in on top of it and destroy it.

-Warping out during your opponent's turn allows you to regroup and warp back in on your turn immediately.

-Warping out also can end a combat phase prematurely if its the last fleet. This can be done on purpose.

-Avoid destroying your opponent's last Flagship if you want the combat phase to continue. Similarly, you can suicide your last Flagship to terminate the combat.

-Artillery can fire immediately on warp-in. This includes Cannons.

Additional information

  • This game uses the combat model of the early Wars games. Both sides will attack simultaneously, and the damage dealt cannot exceed the amount of attackers.
  • There is a heavy random element in damage dealing, influenced by the "Wealth" score. The same battle under the same conditions can have wildly different results.
  • Damaged same class units can reinforce each other by stacking, as long as one point is missing from either one. *If the unit is over the max due to reinforcement, the remaining points will stay with the reinforcing unit.
  • Unlike Famicom Wars, a unit that has been reinforced does not lose its movement. You can chain together many reinforcement actions to ultimately propel your forces much farther than they could have individually. Note that the ammunition of the resulting unit is that of the unit being reinforced (ammo of the reinforcing unit is lost).
  • Commander ranks are G, F, E, D, C, B, A, AA, S, and SS (you cannot purchase above A rank). This is just a result of the total amount of the four stats, not a strength stat on its own.
  • Higher hiring costs can bring in better commanders, but you must offer a lot of money to make much of a difference (and the result is highly random - it still might not pay off).
  • When a fleet warps into a system, enemy ships underneath the units that warp in will be destroyed.
  • Destroying certain stronger classes with weaker classes may net you better EXP.

See also

Gradius video games
Gradius series GradiusGradius IIGradius IIIGradius GaidenGradius IV: FukkatsuGradius GalaxiesGradius VGradius ReBirthGradius: The Interstellar AssaultGradius NEOGradius NEO Imperial
Spin-offs Salamander (Life Force) (MSX ver.)• Salamander 2Nemesis 2 (Nemesis '90 Kai) • Nemesis 3Nemesis (Game Boy)Cosmic WarsSolar Assault
Parody games ParodiusParodius Da!Gokujō Parodius!Jikkyō Oshaberi ParodiusSexy ParodiusParo WarsOtomedius (Otomedius Gorgeous) • Otomedius Excellent
Other games ScrambleThunder CrossThunder Cross IISpace ManbowForce Gear
Pachislot Gradius: The SlotCR Parodius Da! EXGokuraku Parodius!
Cancelled Vic ViperGradius ArcSalamander HD Remaster