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- Balance of Power page 1
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- BALANCE OF POWER
-
- BY CHRIS CRAWFORD FROM MINDSCAPE
- Starting Play (Tutorial)
-
- Click on B.PRG then follow the screen instructions and begin the
- game. After the game begins you will see the world map. Each
- country is shaded to reflect the occurrence of major events within
- that country. Since you are playing as the President of the U.S.
- "Pull Down" the menu labeled USA. The first item is Diplomatic
- Relationships. Choose this item; the computer will shade each of
- the world countries to show their diplomatic relationships with
- the United States. If you look at Nicaragua (the middle country of
- the three Central American Countries) you will note that the
- shading indicates a cool, or hostile, relationship with the USA.
- You'll show them! Place the cursor on Nicaragua and click the
- mouse button. The country will turn black and its name will appear
- at the top of the screen. You have selected Nicaragua for further
- consideration. "Pull Down" the menu labeled MAKE POLICIES. This
- menu is used to make decisions about the world. Select Aid to
- insurgents. A policy option window will appear with selections
- ranging from no aid to a very high level of aid. Select the
- highest possible level of aid and click in the Enact button. You
- have just issued a presidental order your shipping lots of weapons
- to the Contras. (Note that not all options may be available in a
- given situation). Any invalid choices will be "greyed out" and
- thus, in active. The reasons will be explained later on. Say that
- this is all you want to do for this turn. "Pull Down" the game
- menu and select next turn. The computer will calculate the state
- of the world for one year (this may take as long as a minute). The
- computer now takes on the role of your adversary. If the Soviet
- Union takes exception to your arms shipment, it may start a crisis
- over it. In a crisis you always have two options: escalate or
- breakdown. Each time you escalate you bring the world closer to
- the brink of war. If either side escalates beyond DefCon 4, an
- accidental nuclear war may start. If either side goes to DefCon 1
- a nuclear war is certain. (DefCon is short for Defense Condition,
- a term which is used to indicate a state of military preparedness.
- The lower the DefCon number, the closer a country is to a actually
- activating its forces). In either case, both sides lose. On the
- other hand , each time you back down, you lose international
- prestige, without which you cannot win the game. Your task
- requiring strategy and forsight. When all crises are resolved and
- the computer has calculated the eveents of the year, the calendar
- will be advanced one year and the scores will be updated. If you
- have done well, your geopolitical prestige has fallen, you are
- losing. The gane continues for eight years. If at the end of that
- term, you and your opponent have managed to avoid a nuclear
- confrontation, the side with the highest prestige score wins.
-
-
- This is just the briefest of introductios to Balance Of Power. There
- are many other options available from the menus that will give you
- more information on the state ot the world. Weakon your enemies
- and streng - then your friends - that's all it takes. You may want
- to play around for a while and then read the Beginner Level
- section be for attempting you first real game.
-
- A. Beginner Level
-
- 1.) GOAL Your goal in this game is to increase your
- geopolitical prestige and weakon the geopolitical prestige
- of the Soviet Union.
- 2.) OVERALL APPROACH How do you get a country to like you?
- There are two ways: you can do nice things for it in a effort
- to convince it to like you or you can try to overthrow its
- current government.
- 3.) MENUS AVAILABLE IN THIS LEVEL Offensive Strategy
- a.) Insurgency - the fourth entry on the countries menu
- which presents the level of insurgency for each country
- of the world.
- b.) Aid to insurgents.
- c.) Intervene for rebels.
- d.) Make policies.
- Defensive Strategy
- a.) Aid to government.
- b.) Intervene for government.
-
- End of Game
-
- The game ends if either side goes to DefCon 1 in a crisis. It
- can also end in an accidental nuclear war during a military crisis.
- If you manage to avoid both fates, then the game ends in the year
- 1994. Some Hints On Play Although there is a great deal of
- information available in the game, most of it is unimportant in
- the Beginner Level game. You really do not need to consider the
- state of countries that are quiet. There are really only two
- crucial questions to ask each turn: "Who's having an internal war?"
- and "What are the Soviets up to?" You answer the first question by
- checking the Insurgency map from the Counties menu. A civil war
- should immediately attract your attention. A guerrilla war is less
- interesting but still laden with opportunity or vulnerability. You
- answer the second question, "What are the Soviets up to", by
- consulting the USSR Actions item on the Events menu. This will list
- every policy action taken by the Soviet Union over which you may
- wish to start a crisis. This should be the first thing you do at
- the start of each turn.
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- B. Intermediate Level
-
- The intermediate level game introduces a new channel of
- geopolitical interactions: the subversion and destabilization of
- foriegn governments. In the beginner level game, one strives to
- overthrow an unfreindly government with local insurgents. In the
- intermediate level game, onc can also replace the government with
- a more friendly one through the less violent avenue of the coup
- d'etat. This is a more subtle, less direct approach requiring a
- greater degree of finesse. To support this greater degree of
- finesse, the game provides more information on the internal
- characteristics of each country. Several new menu options make it
- possible to obtain this information. The game plays much in the
- same way as the beginner level game. The player seeks to topple
- unfriendly regimes while protecting friendly ones. One must also
- use crises to reverse the opponent's objectionable actions, and
- defend one's own policies in opponents - initiated crises.
-
- New Menu Options In This Level
-
- 1.) Countries Menu - includes an additional screen coup
- d'etat. This menu item makes it easy to identify countries in
- which coups are likely and so require your attention.
- 2.) Economic Aid - items on the USA and USSR menus are now
- enabled. You can readily see how much economic aid is going
- out of the USSR or the USA.
- 3.) Make Policies Menu:
- a.) Economic Aid
- b.) Destablize These two options allow you to implement
- the policie's described above.
-
-
- HINTS ON PLAY
-
- Remember that a coup is created by poor economic conditions
- within a country. A major contributor to poor economic performance
- is the military spending of the government. High military spending
- tends to weaken the economy. You can influence a government's
- military spending policies by making that government feel more or
- less military secure. Thus, stationing troops in a country and
- giving it military aid will have the secondary effect of reducing
- the likihood of a coup. Conversely, funding insurgents of
- intervening in favor of the insurgency will reduce the government's
- political strength by forcing it to increase military spending to
- counter the threat.
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- C. Expert Level
-
- This level introduces a third vehicle for governmental change:
- Finlandization. The term comes from the postwar experienced of
- Finland. Finland had been an ally of Nazi Germany against the USSR,
- when the war ended. Finland was not invaded by the Soviets only
- because they were too busy with bigger fish. Yet, Finland did not
- get off scot free. None of the Western powers where willing to
- stand up for a Nazi ally. Thus, Finland was "diplomatically
- isolated"; it had no friends. And lived in the shadow of a
- powerful enemy. The Soviets did not need to invade. The Finns saw
- the hand writing on the wall and started behaving themselves to
- their powerful neigbors. Thus, while Finland is normally a neutral
- country, it is effectively under very strong Soviet influence.
- Finandization can occur to any nation that perceives itself to be
- in a hopeless diplomatic and military position. If a superpower
- is hostile and possesses the power to crush the victim, and
- external support is inadequate to protect the victim, that victim
- Finlandizes, is adjusts its diplomatic position to make itself less
- hostile and more friendly to the dangerous superpower. In the
- process, it partically assumes the diplomatic stance of its enemy.
- Thus, Finland's relations with the USA are poor not because of any
- disagreements between Finland and the USA but because the Soviets
- are unfriendly to the USA. In the expert level, you attempt to
- encourage or discourge Findladization among the nations of the
- world. You have two weapons to help you. Pressure and Treaties.
-
- D. Nightmare Level
-
- This level has exactly the same rules as the expert level
- game, but is far more difficult to win. In a one player game, the
- computer will be ruthless and unyielding. In a two player game you
- can choose which side you wish to handicap. This can be useful for
- play between players of differing abilities. Simply select USA or
- USSR from the choose sides section of the option screen. The
- country thus selected will start the game in a handicapped
- position with regard to resources and prevailing world options.
- The single player Nightmare level game is provided only for those
- killer players who master the Expert level and want a challenge.
- This level goes beyond challenge, it is a simple , brutal, unfair
- massacre.
-
- ENJOY
-
- 1.) DefCon 5: PEACE, inimum readiness.
- 2.) DefCon 4: LOWLEVEL of readiness.
- 3.) DefCon 3: ALERT, forces ready for combat on short notice.
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- 4.) DefCon 2: MAXIMUM ALERT, all forces ready at moment's not ice.
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- 5.) DefCon 1: W A R (K) LIB
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