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- Cosmic Conquest Documents
- (c) 1988 and 1989
- by Scott Robertson and Craig Fuqua
- Stillwater, OK
-
- June 11, 1989
-
- The authors grant permission for the free distribution of this document file
- and any demonstration version of the game; however, the full version of the
- game must be purchased from the authors. Cosmic Conquest and its accompanying
- programs were written entirely in GFA Basic.
-
- [Note: Because the sysop can customize some aspects of the game, these
- documents are vague about numbers. Default values are given in a table at the
- end of these documents.]
-
- Cosmic Conquest places you randomly in one of up to 100 planets in a galaxy of
- up to 26 solar systems. Your goal is to control more than half of the solar
- systems. A solar system is under your control when you own all the planets in
- that system (moons aren't necessary). To do this, you manage the production of
- your planets to create machines of war, defense, intelligence-gathering and
- transport.
-
- D)isplaying and V)iewing the map:
- There are two ways to look at the galaxy: D)isplay and V)iew map. If you
- select D)isplay, the game will send the entire map out so you can capture and
- print it at home. It's a 99x99 grid that takes up six pieces of paper and shows
- the locations of solar systems (denoted with letters), planets (letters and
- numbers) and the orbits of the planets. By the way, it's possible for one
- planet to overlap another if their orbits intersect, but this shouldn't last
- more than a day or two. The V)iew function lets you see a screen-sized area
- around a specific planet.
-
- Each player starts with 100 fighters, three inter-planetary missiles (IPMs),
- ten scout/transports and five defense station(s) on a planet with a production
- of 30 units per day. That's where the equality ends, though -- solar systems,
- other planets and moons have different characteristics. Each player must
- develop his own strategy for competing with others and winning the game, but
- we'll list a few basics along with the functions of the various parts of the
- game.
-
- Y)our Brief/Individual lists:
- When hit select Y from the main prompt, you have four options, two of which
- we'll discuss here and two in the next section. B)rief presents a simple,
- columnar listing of all your planet and moon holdings. I)ndividual lets you see
- the production and stockpile reports on a single planet or moon.
-
- Y)our Stockpile/Production reports:
- After signing onto Cosmic Conquest for the first time, you'll want to look at
- the information on Y)our S)tockpiles and P)roduction. This is probably the most
- common function you'll use during the game. After selecting S)tockpiles or
- P)roduction, you'll be prompted to hit return to show information on all of
- your holdings or to enter the solar system letter for the information about the
- moons and planets you own in that system. You can't see information about a
- body you don't own. Each planet has a maximum production capability and each
- item takes a certain number of production points.
-
- C)hange production:
- Use the C)hange command from the main menu to allocate production to the
- various areas. Read the prompts to find out how much each item "costs" to
- produce. Your home planet has a production rate higher than the other planets
- (except for other players' home planets of course), and it will all be set to
- fighter production. If you want to produce some IPMs or something else, you'll
- need to change it. Also, when you conquer a planet, its production stays the
- way the previous owner set it, so you'll at least want to look at it. Moons,
- and some planets, are incapable of producing defense stations.
-
- When you take a planet or moon, its current production may not equal its
- maximum production. Planetary production goes up one to three points each day
- until it reaches its maximum value. Moon production goes up one point per day.
- Some moons have maximums of 0, which means they're basically rocks.
-
- After you control all the planets in a solar system, the current productions on
- the planets will eventually exceed the maximum production by 3 to 4 points. You
- don't have to control the moons to control the solar system.
-
- P)layer ranks by Planet, Systems, pRoduction and Equivalent stock:
- To see who else is playing the game and how well they're doing, choose P)layer
- Sort. You tell it which information to sort: number of P)lanets, number of
- S)olar systems, total pR)oduction and E)quivalent stock. This last value is the
- total of all of a player's stockpiles and active stock (things in flight), and
- reflects the production cost of each item; for example, each defense station
- adds 10 points to your equivalent stock.
-
- L)aunch:
- A command you'll become very familiar with is L)aunch, which allows you to send
- stock from one of your planets or moons to another. There are a few limits:
- your fighters travel in squadrons of up to 255 members, scouts travel alone,
- IPMs have a maximum flight range of one day, and transports have a limited
- capacity.
-
- o F)ighters are the cheapest items to produce and travel very fast. If
- launched at an enemy planet or moon, they'll fight until they take the planet
- or until they're destroyed. When they reach a hostile planet, they'll be met by
- whatever fighter stockpile is there. Depending on the ratio of fighters to
- fighters, a number of your attack force will slip past the other fighters and
- sweep the defense stations, which will return fire. If they're not destroyed,
- these fighters will go back up to engage the defending fighters and start the
- attack again. YOU TAKE A PLANET WHEN YOU LAND A FIGHTER ON IT. First, though,
- you have to bring its fighter and defense station stock to 0. Whatever other
- stockpiles are left become your property. If your fighters arrive at a planet
- you own, they'll join the stockpiles there.
-
- o Send S)couts to find out what's on a planet or moon, but remember
- they're on a one-way flight and have a chance of being shot down. The planet
- scouted won't see the scout unless it shoots the scout down. A scout can
- transmit information about specific stockpiles and some productions. Default
- instructions are displayed; if you want to scout other areas, answer N)o when
- it asks if the settings are OK and use the next two menus to program the scout
- before you launch it. Scouts can be converted to transports. See the section on
- transports for more information.
-
- o I)PMs (inter-planetary missiles) have a limited range but are more
- devastating than fighters and, therefore, cost a little more to produce.
- Fighters can't shoot them down, but defense stations can. IPMs will hit
- stockpiles, including defense stations, or current production if they get
- through. Defense stations shoot at missiles, and the number of defense stations
- compared to the number of missiles in a flight affects the number of IPMs that
- get shot down. IPMs hit as a group, so you may want to send several, smaller
- flights so they don't all hit something worthless, like scouts. Unlike
- fighters, IPMs WILL ATTACK YOUR OWN PLANETS instead of joining the stockpiles,
- so make sure you only launch against an enemy planet. If you're going to send
- missiles and fighters in an attack, make sure the missiles arrive first. IPMs
- can only injure a planet or moon, they can't take it over, so make sure you
- send fighters afterward if you intend to claim the target.
-
- o T)ransports are scouts with the complex scanning equipment removed to
- make room for either IPMs or fighters. When they land, they put themselves and
- their cargo into the stockpiles of the target planet or moon, regardless of who
- owns it. This is a way to give fighters, IPMs or scout/transports to an ally or
- transfer them to your various conquests.
-
- T)ime:
- For some users, this is a complicated function, but it's needed because planets
- move in relation to each other. Use the T)ime function from the main menu to
- find out how long a flight will take. There are two choices: D)ays ahead and
- flight W)indow. The D option is easiest to comprehend and more useful during
- regular game play. Answer the prompts for type of vehicle, source and
- destination and it will show you how many days it will take between them.
- Sometimes, you find that if you don't launch a one-day flight today, it will
- take two days starting tomorrow. The opposite is also true: you may discover
- that a two-day flight starting today may only take one day if you wait 'til
- tomorrow. In planning a major assault, you can use this function to make sure
- all your flights land the same day to overwhelm your opponent.
-
- A flight window tells you the ranges within the next 100 game days (the game
- should actually take less time) that it will take up to a specified number of
- days for a type of flight to make a trip. Let's say you want to know on Day 10
- how many days you can wait before losing your two-day flight range from one
- planet to another. Select T and W then tell it F for fighters and give it the
- source and destination and number of days, which is two in this example. The
- function will list ranges of day numbers that it will take two days or fewer to
- reach that target by fighter, or whether there are no days. Remember it only
- looks ahead 100 days, so it may not find an ending limit. This function is most
- useful in developing long-range plans and inexperienced users may want to avoid
- it at first.
-
- Play around with both T functions until you're familiar with them.
-
- F)light reports in Summary or Order sent:
- After launching a flight, you cannot recall it. The F)light function presents
- two types of lists telling you about the flights you have in progress. The
- S)ummary of flights adds up all the flights you have in progress and groups
- them. For instance, if you send two groups of 15 fighters that will land on a
- planet in two days, S)ummary shows you 30 fighters landing in two days. If you
- send three-day flights and then some one-ay flights to the same destination,
- S)ummary lists the three-day flights first. The O)rder of flights is a
- chronological list of the flights you sent.
-
- You can't launch or transport a defense station due to their size. No moon can
- produce a defense station, and some planets also have production too low to
- produce them. You'll have to adjust your strategies to take this into
- account.
-
- Flights between planets and their moons are accomplished immediately and you
- receive a report of the results after the launch. These zero-day flight reports
- are added to your regular report file, explained below.
-
- R)eports:
- After your first day on the game, you'll want to use the R)eport function to
- find out which flights landed and whether you were attacked. Fighter reports
- tell how many fighters attacked and defended and how many survived. If the
- attacker sent enough fighters to slip past the defenders and sweep the defense
- stations, a second report will follow telling these results. It's not a second
- attack.
-
- M)oon count:
- The M)oon function tells you how many moons are around a planet. You don't have
- to own a planet to count its moons.
-
- S)hift fighters from moons to planet:
- The S)hift function moves fighters from your moons to your planets on zero-day
- flights. This is a way to "harvest" the moons' production. After selecting
- S)hift, you enter the planet name and the number of fighters to leave on the
- moons. If a planet has no moons or you don't own the planet, the action won't
- be performed.
-
- Planet Slayers:
- Now that you're familiar with the commands, you should know humans aren't the
- only ones new to this galaxy: two moon-sized ships called Planet Slayers enter
- it from the top and bottom to take it over. They don't cooperate, but they
- won't attack each other directly. To reference them when launching or viewing,
- use their first initials inside <>s, e.g., "<P>". They're shown on the map this
- way also. Your sysop has control over their names, and some amount of control
- on their strengths and speed. Send scouts to find out what they're made of so
- you can decide whether to stand and fight or run away if one comes your way. We
- advise a group effort to get rid of them.
-
- These computer-controlled players target the nearest planets and head for them.
- They don't care about gathering solar systems, but if you're not careful, a
- slayer can win the game.
-
- As a slayer approaches a planet, it sends one fighter per day toward it as a
- herald. If it's very close, its fighters may not land until it arrives, though,
- so you should always keep track of these ships. When one arrives, it will park
- over the planet and prepare to launch against it for a full day. When the
- slayer is parked, you can send zero-day flights against it. The next day, it
- will send scouts down to measure the planet and decide if it should conquer or
- destroy it. If it conquers the planet, it will then turn its attention to the
- moons and conquer those. If it decides the planet is too strong for it to take,
- it will warm up its big gun and destroy it. This removes the planet from the
- map, and causes significant damage to the slayer that will take some time to
- repair.
-
- Once conquered, the slayer will leave a fighter force on the planet, remove any
- IPMs there, and prepare to target a new planet. You can re-take planets from
- the slayers, but their other planets and the slayers will send reinforcements.
- A slayer will target planets owned by the other slayer and if you're lucky
- they'll waste their resources on each other.
-
- The slayers are protected by defense stations and a stockpile of fighters, but
- to kill them you must also take away 100 "damage points" from it. Fighters that
- get past its defenses cause one point of damage, while IPMs will cause several
- points.
-
- Obviously, these boys are going to cause some trouble, but they have some
- built-in strategic weaknesses you'll have to find and exploit. The best method
- of dealing with them is brute force, we have to admit.
-
- Default values for Planet Slayers:
- Fighters: 250
- IPMs: 100
- Scouts: 10
- Production: 50
- Speed: 7
- Names: Prostations, Vulvans
-