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-
- AnThRoX Present:
-
- SPOILS OF WAR --- MANUAL
- ==========================
-
- Typed By H.I.M
-
- INDEX
- =====
- PAGE
- 1.0 LOADING ..........................................
-
- 2.0 INTRODUCTION .....................................
-
- 2.1 In general .......................................
- 2.2 Entering the date ................................
- 2.3 Using the keyboard ...............................
- 2.4 Saving the game ..................................
- 2.5 Harddisk installation ............................
- 2.6 Using a mouse ....................................
-
- 3.0 BEGINNING THE GAME ...............................
-
- 3.1 Starting the game from floppy disk ...............
- 3.2 Examining the Hall of Fame .......................
- 3.3 Erase Hall of Fame ...............................
- 3.4 Loading a saved game .............................
- 3.5 Show directory ...................................
- 3.6 Loading a scenario ...............................
-
- 4.0 CONDITIONS OF PLAY ...............................
-
- 5.0 TERMS AND INTERFACE ..............................
-
- 5.1 The screen and text messages .....................
- 5.2 The Explorers ....................................
- 5.3 The units ........................................
- 5.4 The terrain types ................................
- 5.5 Sequence of play .................................
-
- 6.0 THE STRATEGY PHASE ...............................
-
- 6.1 Terminating the game .............................
- 6.2 Random events ....................................
- 6.3 Gifts ............................................
- 6.4 Hire Explorers ...................................
- 6.5 Hire colonists ...................................
- 6.6 Subsidies for the players ........................
- 6.7 Victory determination and ending the game ........
- 6.8 Research .........................................
-
- 7.0 THE ACTION PHASE .................................
-
- 7.1 General information ..............................
-
- 7.2 The action menu ..................................
-
- 7.2.1 Sub menu - Movement ............................
- 7.2.2 Sub menu - Attack ..............................
- 7.2.3 Sub menu - Transport ...........................
-
- 7.2.3.1 Embark explorer...............................
- 7.2.3.2 Disembark explorer ...........................
- 7.2.3.3 Load gold units ..............................
- 7.2.3.4 Unload gold units ............................
-
- 7.2.4 Plunder ........................................
-
- 7.3 The colony menu ..................................
-
- 7.3.1 Sub menu - Colonisation ........................
- 7.3.2 Sub menu - Investment ..........................
-
- 7.3.2.1 Build Harbour ................................
- 7.3.2.2 Build Settlement .............................
- 7.3.2.3 Expand Settlement ............................
- 7.3.2.4 Build Mine ...................................
-
- 7.3.3 Trade ..........................................
- 7.3.4 Profit .........................................
-
- 7.4 The Military Menu ................................
-
- 7.4.1 Sub menu - Recruitment .........................
- 7.4.2 Sub menu - Re - organisation ...................
- 7.4.3 Sub menu - Gifts ...............................
- 7.4.4 Sub menu - Training ............................
-
- 7.5 The Report Menu ..................................
-
- 7.5.1 Sub menu - Game score ..........................
- 7.5.2 Sub menu - Leaders .............................
- 7.5.3 Sub menu - Maps ................................
-
- 7.6 End Menu .........................................
-
- 7.7 The computer enemy ...............................
-
- 8.0 THE LAND BATTLE ..................................
-
- 8.1 General description ..............................
- 8.2 The screen display ...............................
- 8.3 Strategic battles ................................
-
- 8.3.1 General description ............................
- 8.3.2 Procedure ......................................
- 8.3.3 Calculating losses .............................
-
- 8.4 Tactical resolution ..............................
-
- 8.4.1 General description ............................
- 8.4.2 Procedure ......................................
- 8.4.3 The supply phase ...............................
-
- 8.4.3.1 Determining the supply status ................
- 8.4.3.2 Distributing supply units ....................
- 8.4.3.3 Lack of supply ...............................
-
- 8.4.4 The movement phase .............................
- 8.4.5 The replacement phase ..........................
- 8.4.6 The battle phase ...............................
-
- 8.4.6.1 General description ..........................
- 8.4.6.2 Calculating the battle strength ..............
- 8.4.6.3 Calculating the losses .......................
-
- 8.4.7 Victory determination ..........................
-
- 9.0 SEA BATTLES ......................................
-
- 9.1 The screen .......................................
- 9.2 Order of play ....................................
- 9.3 Ship data ........................................
- 9.4 Ship movement ....................................
-
- 9.4.1 General description ............................
- 9.4.2 Orders .........................................
-
- 9.4.2.1 Ammunition ...................................
- 9.4.2.2 Sail .........................................
- 9.4.2.3 Fire .........................................
- 9.4.2.4 Course .......................................
- 9.4.2.5 Self destruction .............................
- 9.4.2.6 Boarding .....................................
- 9.4.2.7 Moving guns ..................................
-
- 9.5 Victory at sea ...................................
-
- 10.0 PLAYING TIPS ....................................
-
- 11.0 APPENDIX ........................................
-
- 11.1 Terrain table ( action phase ) ..................
- 11.2 Terrain table ( battle phase ) ..................
- 11.3 Orders ..........................................
- 11.4 Costs ...........................................
- 11.5 Unit description ................................
- 11.6 Battle efficiency and sequence of losses ........
- 11.7 Seasonal changes to battle strengths and
- maximum supply distance of a unit ...............
- 11.8 Attack and defence table ........................
- 11.9 Battle example ( tactical resolution ) ..........
- 11.10 Battle example ( strategic resolution ) ........
-
-
- 1.0 LOADING
- ===========
- See sections 2.5 or 3.1 which refer to playing the game from floppy
- disks or hard drive installation. PC users should refer to reference card for
- any anomolies to this manual.
-
- 2.0 INTRODUCTION
- ================
-
- 2.1 IN GENERAL
- =============
-
- Before starting the game please make back ups of all the original disks.
- Play the game from back ups only with the disks write enabled, as the game
- will periodically save information to the disks. Also ensure that you have
- already created a save game disk. When using a hard drive please note the
- instructions for hard disks.
-
- SPOILS OF WAR is a game of discovery, conquest and colonisation of
- foreign lands on far away continents. The player functions as commander of
- several explorers who act on the players behalf to carry out certain orders.
- The objective of the simulation is to become the first player to control a
- large part of the newly discovered continent and thus become vice King.
-
- 2.2 ENTERING THE DATE
- =====================
-
- Before starting the game, you have to enter " today's " date. The
- current date will be taken from the system automatically. If this date is not
- correct then please amend the date manually.
- The purpose of this procedure is to give a better overview during disk
- operations. When saving a game, the date is also saved. This allows you to
- easily determine the latest save.
- Enter the day first, followed by the month and the year. A total of 8 digits
- has to be typed in. Do not type in " 92 " instead of 1992 as the programme
- will not accept such an input.
- By pressing ( Return ) the date entry is skipped and the last date you
- typed in is kept.
- This date is saved on your disks. Please make sure that " play " disks
- are not write protected.
-
- 2.3 USING THE KEYBOARD
- ======================
-
- You may play the game using " keyboard " only. Generally each option can
- be chosen using the corresponding function keys or letter keys ( hotkeys ).
- A complete list is given below.
-
- F1 - Action
- F2 - Colony
- F3 - Military
- F4 - Report
- F5 - Profit
- F6 - Manoeuvre
- F7 - Buy
- F8 - End
-
- All the above are displayed on screen when appropriate.
-
- ( Esc. ) is always interpreted as escape and may be used
- to cancel incorrect inputs.
- The cursor can be moved by using the keys around the ( S ) or by using
- the number block. For special functions please use the following keys :
- + : plus 1 or next Explorer.
- - : minus 1 or previous Explorer.
- ( arrow left ) : plus 1 or next Explorer.
- ( arrow right ) : minus 1 or previous Explorer.
- ( arrow up ) : plus 10 or plus 50.
- ( arrow down ) : minus 10 or minus 50.
- ( shift ) ( arrow up ) : maximum.
- ( shift ) ( arrow down ) : minimum.
- ( space ) : even.
- ( Return ) : confirm input.
- ( Esc. ) : leave phase or cancel order.
-
- Please note that these keys are active only at certain points in the
- game.
- In general then the keys around the ( S ) or the ( 5 ) are used to
- scroll around the map. To perform an action on any highlighted square then
- press ( S ) or ( 5 ).
- In certain cases you will have to choose an explorer in the capital or
- will have to choose quantities. You can scroll through the explorers by using
- the ( + ) or ( - ) keys. In order to select an explorer then press ( Return
- ). If you wish to allocate troops, supplies or gold use ( + ) or ( - ) keys
- and confirm the amount with the ( Return ) key.
- During the " land battles phase ", troops receive supplies during the "
- supply " phase. The amount of supplies can be chosen according to the
- following table :
-
- Input : 0 1 2 3 4 5 6 7 8 9
- % : 10 11 13 14 17 20 25 33 50 100
-
- Thus, if a unit requires 120 supply units and you press ( 8 ), then that
- unit will receive 50% = 60 supply units. This is described in more detail in
- the chapter concerning the Land Combat Phase.
-
- 2.4 SAVING THE GAME
- ===================
-
- When starting the game from harddisk, the saved games will automatically
- be saved in the " Spoils " directory.
- When using disk drives for saving games, proceed as follows: Insert your
- workbench disk into DF0: and switch on your Amiga. When the workbench screen
- appears, insert the " main " disk into any drive and double click on the "
- main " disk icon. An icon called " make-save-disk " will appear. Double click
- on this icon and follow on screen instructions to create a " save game "
- disk.
-
- 2.5 HARD DISC INSTALLATION
- ==========================
-
- Switch off your computer. Insert your " workbench " disk into DF0: and
- switch on your Amiga. When the workbench screen appears, insert the " main "
- disk into any drive. Double click on the disk icon of the main disk.
- A window with an icon named " HD - install " appears. Double click on
- this icon with the left mouse button. The hard disk installation will begin.
- Please enter the name of the harddisk onto which the game is to be
- installed. By clicking on the circle symbol, all drives will be displayed
- sequentially. After selecting a drive, click on the " start " icon. The
- programme will now be installed in the main directory of the harddisk under
- the directory " spoils ".
- If you prefer to install " Spoils of War " in the CLI-mode on your
- harddisk, please proceed as follows: Activate the shell mode. Create a
- directory for the game, with any name. Copy all files and sub-directories of
- both disks into this directory. Starting the game is possible from this
- directory using " activate start ".
-
- 2.6 USING A MOUSE
- =================
-
- Of course you may wish to use a mouse for all inputs except for entering
- names. Options are chosen by clicking the left mouse button. The right mouse
- button serves as an escape function; exception : by clicking the right mouse
- button in the main menu during the governor, admiral or general phase you are
- taken directly to the movement menu.
- All squares and symbols around an Explorer can be clicked on as can all
- orders. For battles, special rules apply. Orders are visible in the menu
- window. Furthermore, the selection bar ( lower right edge of the screen ) can
- be accessed in order to enter numbers and choose Explorers within some menus.
- The icons stand for :
- Esc. : end phase or cancel order.
- arrow down : minimum
- double arrow left : -10 or -50
- arrow left : -1
- arrow left right : even
- arrow right : +1
- double arrow right : +10 or +50
- arrow up : maximum
- OK : input correct
-
- Important : Only those icons which can be accessed are displayed on the
- screen.
- If you wish to access an Explorer on the map, please position the mouse
- pointer on the corresponding symbol. Usually, only those Explorers who are
- direcly adjacent or under the current Explorer can be accessed.
-
- 3.0 BEGINNING THE GAME
- ======================
-
- 3.1 STARTING THE GAME FROM FLOPPY DISK.
- =========================================
-
- Insert the " main " disk into DF0: and - if you have another drive
- insert the " game " disk into it. The game will now load automatically. If
- you are only using one drive you will be prompted to change disks.
-
- The intro and the title page can be terminated by clicking the mouse.
- After this the main programme is loaded. Once the game has loaded the
- computer will take approximately 1 minute to decompress the data and set up
- the game. During play the computer will require some " thinking " time when
- deciding it's next move. Please be patient.
-
- After having chosen the date a menu appears on screen giving the
- following options :
-
- 1 ---- View Hall of Fame.
- 2 ---- Load saved game.
- 3 ---- Load scenario.
- 4 ---- Begin new game.
-
-
- By selecting the appropriate function key you can select the menu
- options described in more detail below.
-
- 3.2 EXAMINING THE HALL OF FAME
- ==============================
- The most successful Explorers, who have been appointed vice king of the
- new world will be saved here. The list is displayed in order of rank and
- victory points obtained. The rating is calculated as follows : number of
- victory points / number of game turns. If a player reaches 3000 victory
- points and needs 60 turns in order to achieve this, his rating will be 50.
-
- 3.3 ERASE HALL OF FAME
- ======================
-
- In order to erase a Hall of fame, select this option and insert your
- save game disk. The computer will now erase your old Hall of Fame and will
- install a new one.
-
- 3.4 LOADING A SAVED GAME
- ========================
-
- When " load save " game is selected, a list of save games will be
- displayed. Make your choice and the game will load automatically.
-
- 3.5 SHOW DIRECTORY
- ==================
-
- In order to examine the contents of a disk, insert the disk in the drive
- and press F4. The programme will now list the contents of the disk on screen.
-
- 3.6 LOADING A SCENARIO
- ======================
- A scenario disk together with a terrain editor will be made available .
- Follow on screen instructions to load this option.
-
- 4.0 CONDITIONS OF PLAY
- ======================
-
- When a new game is started a creation menu appears. This menu allows the
- player to set up the game and consists of six parts. The player can select
- number of players, difficulty levels, whether Cajas are active or not etc.
- Two to four players can be activated. They can be set as ( H ) -human,
- ( C ) - computer controlled or ( N ) - not activated.
- Each human player can name his commander ( maximum length 10 letters ),
- whilst the computer players will select their own names.
- There are 10 difficulty levels available, with 0 being the easiest and
- 9 being the most difficult. Here there is a difference between human players
- and computer players. Depending upon the level, each player will receive a
- certain amount of capital to start with as well as subsidies at the end of
- the strategic phase directly from the King.
- At level 0 human players receive 2000 gold units as a starting capital
- and 100 gold units at the end of each strategy phase. With each higher level
- the amount of gold decreases by 100 / 10 respectively. At level 9, for
- example, the player will receive 1100 gold units to start with and 10 gold
- units per turn.
- For the computer opponents it works just the other way 'round. Level 0
- has the same effects as with human players but each increase in the
- difficulty level increases the gold started with and the subsidy by 100 / 10
- respectively. At level 9, for example, the computer opponent receives 2900
- gold units to start with and an additional 190 gold units per turn.
- Furthermore, the cost of hiring a new Explorer decreases by 5% per level.
- Because of these different level choices, a total of 19 difficulty
- levels is possible.
- Once your selections have been made select " O.K " to begin the game.
-
- 5.0 TERMS AND INTERFACE
- =======================
-
- 5.1 THE SCREEN and TEXT MESSAGES
- ================================
-
-
- The screen consists of 8 parts.
-
- A - Number of player and name.
- B - Terrain information.
- C - Year and season.
- D - Map window and picture window.
- E - Information window.
- F - Menu.
- G - Phase display.
- H - Icons.
-
- In the window ( A ) the current player and his name is listed.
- In window ( B ) you see the information regarding the terrain of the
- current square on which the cursor is currently positioned. Right of the
- position coordinates the terrain symbol is shown. The profit line informs you
- whether and how much income can be earned from this colony as tax. Possible
- numbers range from 3 to 98. This is the number of gold units available per
- quarter of a year. Normally, this value is white. Red numbers indicate, that
- during the current quarter of the year tax has already been collected from
- this colony.
- Window ( C ) shows the current year and season. Each season is referred
- to as as one game turn. As 4 seasons ( spring, summer, autumn and winter )
- exist, one year consists of 4 game turns. Each season has a specific impact
- on movement, battle, strength and supply of the military units. Further
- details on this aspect can be found in later chapters.
- Window ( D ) displays a part of the map 9 X 9 squares in area. The whole
- map consists of an area 64 X 64. The cursor always occupies the centre of
- the map window. For movements the map can be scrolled under the cursor.
- Window ( E ) contains various information.
- Window ( F ) contains the menu. Here all available options are listed.
- Window ( G ) details the current phase being played.
- Window ( H ) Contains all the icons for control of the game.
-
- All text messages throughout the game refer to the active player. If a
- computer opponent should begin a naval battle for example ( he attacks you )
- and win, the victory message will appear despite the fact that you - as the
- human player - lost the battle.
-
- 5.2 THE EXPLORERS
- =================
-
- The Explorers are the persons who act for the players. They are hired during
- the strategy phase. Each player gives his Explorers orders which are then
- carried out by them. Explorers discover, conquer and colonise on behalf of
- the player. Without Explorers the player can perform no actions. Therefore
- the Explorers are the most important personas in the game. As Commander-in
- Cheif the player can have various explorers under his command. Up to 600
- Explorers ( of all 4 players ) can be in the game at the same time. There are
- 4 different kinds of Explorer: Governors, Admirals, Generals and Commanders.
- Commanders must be based in a city or harbour, they protect important
- positions and have half the movement points ( 15 ) and half the command
- points ( 16 ) of other Explorers. They cannot attack or move.
- Usually, only one Explorer may be placed in an explored square. However
- if a Commander is in a settlement or harbour this location can still be
- entered by Generals or Governors. Commanders are treated like Generals, i.e
- they consume the same number of order or movement points for a certain order.
- If a Commander is present in a settlement or harbour, the settlement or
- harbour will be marked in the colour of the owning player. This is visible
- only to the owner of the Commander. The colour disappears, when another
- player is active.
-
- When viewing the Explorers data on screen, the type of Explorer is given
- first. In our example it is a Governor. Each Explorer is numbered; here it is
- Explorer 1. right of this number a letter " T " is shown. " T " means that
- the Explorer either transports another Explorer ( only possible for Admirals
- ) or is himself transported by another Explorer ( only possible for Governors
- or Generals ). " N " stands for normal, i.e the Explorer is not transported
- and transports no other Explorer.
- Under this line you see age as well as the number of gold units and
- supplies the Explorer owns. Beginning with an age of 60, Explorers try to
- retire. That means, the chance that the Explorer will retire increases each
- year.
- In the next line you see this explorers values for:
-
- - Command points ( C )
- - Administration ( A ) and
- - Loyalty ( L )
-
- Command points ( max. 32 ) are used for carrying out orders. For each
- order which the Explorer carries out, he consumes a certain number of command
- points. These command points represent the time the Explorer needs in order
- to plan and carry out the order. For example, an Explorer uses up more
- command points for carrying out an attack than for conducting a normal
- movement.
- Administration ( max. value 200 ) mirrors the Explorers experience. This
- value may never decrease. The higher this number, the more command points the
- Explorer recieves each turn.
- Loyalty ( max. value 100% ) refers to the Explorers attitude towards the
- player. If this value drops below 50% the Explorer may desert.
- Directly under this line you will find the values for:
-
- - Movement points ( M )
- - Experience ( E )
- - Morale ( M )
-
- Each Explorer usually leads some military units, such as infantry or
- depots. These values refer to these units.
- Morale ( max 100% ) serves the same function as loyalty in the case of
- an Explorer. If morale falls below 50% it will become possible for a mutiny
- to occur and for the Explorer to be killed by his own troops.
- Experience ( max. 200 ) is the average battle experience of all units
- under the command of this Explorer. A high experience factor gives advantages
- during combat. Experience decreases if new troops are hired but can be raised
- again by training.
- Movement points ( max. 30 ) are used up when the Explorer carries out
- certain actions. Each turn, each Explorer receives 30 movement points.
- Depending on the order, a certain amount is used up when each order is
- carried out.
- Finally the number of troops under the command of the Explorer is shown.
-
-
- INF = infantry FLEET = ships
- CAV = cavalry DEPOTS
- ART = artillery TRANS = transports
- ENG = engineers COLON = colonists
- MAR = marines
-
- More details on this is given in the following chapter.
- Different types of Explorer are specialist in certain areas. For
- example, Governors are not suited for land battles. This is a task for an
- experienced General, whilst Admirals are best used for sea battles and for
- transporting gold and Explorers. Governors should concentrate on colonial
- policy. Colonisation, collecting tax, building settlements and harbours are
- typical tasks for a Governor. In contrast Generals discover new lands,
- protect colonies and conquer enemy areas.
- It is important therefore to choose the correct Explorers for particular
- activities. Governors and Generals can generally perform the same functions,
- but consume differing amounts of command and movement points. An Explorer who
- has no command or movement points left can perform no further actions during
- the current game turn. At the beginning of each strategy phase new command
- and movement points are received. During the action phase a player should
- keep a special note of how much he uses his Explorers.
-
- 5.3 THE UNITS
- =============
-
- INFANTRY - Both light and heavy infantry are available in the game.
- Inexpensive to recruit with good defence strength they are necessary for
- tactical battles. Furthermore, light infantry can be used to board enemy
- ships during sea battles.
- CAVALRY - Fast and therefore very well suited for attacks. If an enemy
- unit is destroyed, cavalry are the only unit type that may advance 2 squares.
- Relatively expensive.
- ARTILLERY - Excellent when attacking, with it's supporting fire bringing
- chaos to the enemy. This advantage is somewhat counteracted by it's low
- movement allowance and high purchase cost.
- ENGINEERS - Necessary for colonisation, building settlements and
- harbours, boarding ships and bridges during tactical land battles. A general
- who begins a campaign without engineers has no chance of success.
- FLEETS - Each ship can transport any unit. For transport from the
- capital to the colonies there are always too few ships available. Owning a
- well equipped armada brings control of the oceans, leading to eventual
- victory.
- DEPOTS - Here the supplies of the Explorer are stored. Each Depot may
- contain 3000 supply units. Depots are vital. Each Explorer will need at least
- 50 supply units per turn, merely to meet basic demand. Without supplies
- troops will soon defect.
- TRANSPORTS - These hold the gold reserves of the Explorer. It is not
- possible to transport gold without them. Each transport can be loaded with up
- to 3000 gold units. There is one exception to this rule: As long as an
- Explorer owns no transport, he can pick up 5 gold units in the capital in
- order to buy one transport. As long as he posesses up to 5 gold units but no
- transport, an Explorer cannot leave the capital. An Admiral, if he has no
- transport may recruit rather than buy one in the capital provided he has
- sufficient gold.
- COLONISTS - They are necessary in order to build up new colonies, build
- new settlements and harbours or to enlarge existing installations. They pay
- taxes which will be needed to finance your plans.
- MARINES - Can only be hired by Admirals and are very well suited for
- boarding enemy ships.
-
- 5.4 TERRAIN TYPES
- =================
- On the strategic map 22 terrain types can be found.
-
- Terrain type Movement points Supply units
- ------------ --------------- ------------
- Unknown 2 2
- Sea 2 2
- Swamp 16 8
- Mountain 12 6
- Hill 8 4
- Forest 6 2
- Plains 4 2
- Coast 4 2
- Colonised mountain 4 2
- Colonised hill 4 2
- Colonised forest 2 2
- Colonised plains 2 2
- Harbour 2 2
- Settlement 2 2
- Capital 2 2
- Border - -
- Desert 6 12
- Lake - -
- High mountain 14 8
- Mine 4 4
- Exhausted mine 4 4
- Cajas village 2 2
- As can be seen from the table above, depending on the terrain type a
- certain number of movement points and supply units are consumed when entering
- a square. Harbours and settlements are interpreted as colonies.
- During the land battle phase 19 terrain types are possible on the
- tactical map.
-
- Terrain type Movement points Supply units
- ------------ --------------- ------------
- Lake - -
- River ( 4 ) 12
- Bridge 2 2
- Road 2 2
- Settlement 2 2
- Fortress 2 2
- Colonised plains 2 2
- Plains 4 2
- Colonised forest 4 4
- Forest 6 4
- Colonised hill 6 6
- Hill 8 6
- Colonised mountain 8 8
- Mountain 10 8
- Swamp 12 16
- High mountain - -
- Desert 10 20
- Mine 8 8
- Cajas village 2 2
-
- In the appendix you will find descriptions of the specialties of these
- terrain types. Only engineers can enter river squares. No unit may enter lake
- or high mountain terrain.
-
- 5.5 SEQUENCE OF PLAY
- ====================
-
- Each game turn consists of 2 phases : Strategy phase and Action phase.
- The Action phase is divided into another 4 sub phases : Governor, Admiral,
- General and Commander.
- During the strategy phase the players plot their strategies, i.e
- decisions are made about how many colonists and Explorers will be hired or
- whether gold will be loaned to another player.
- During the Action phase, players send orders concerning their tactical
- decisions to their Explorers. For each explorer a special sub phase exists,
- played in the order Governors, Admirals, Generals and finally Commanders.
- Each of these sub phases is further divided into pulses.
- Orders are given beginning with the explorer who has the lowest number.
- This Explorer can now execute one order. Each Explorer in order will take his
- turn eventually returning to the original Explorer who will then make his
- next order and so on. As movement points and command points are expended for
- each order carried out some Explorers will gradually become inactive and will
- have to end their turn. Once the number of movement or command points reaches
- 0 then the Explorer will be inactive.
-
- 6.0 THE STRATEGY PHASE
- =======================
-
- 6.1 TERMINATING THE GAME
- ========================
-
- From the 5th year on ( = 20 turns ) you can terminate the game and have
- the computer determine the winner. The best player may then be listed in the
- Hall of Fame. This option is designed for use when your fellow players have
- insufficient time to play through the whole number of game turns. If the two
- best players have the same number of victory points, this option cannot be
- activated. This is also true for other victory conditions.
-
- 6.2 RANDOM EVENTS
- =================
- At the beginning of the strategy phase, random events may happen,
- resulting in advantages or disadvantages to the players. These events will
- not be explained here as they are quite extensive and we wish to retain the
- element of surprise.
-
- 6.3 GIFTS
- =========
-
- With this option you may help another player by transferring gold.
- Choose the amount using ( + ) and ( - ) keys in quantities of 10 and use (
- Return ) to end your input.
-
- 6.4 HIRE EXPLORERS
- ==================
- First choose the type of Explorer you would like to hire. After this the
- hiring cost must be entered. Costs range from 25 to 100 gold units. Note
- Governors and Commanders cost at least 25, Generals at least 50 and Admirals
- at least 75 gold units. The more you pay the better the abilities of your new
- Explorer. Age is also very influential, experienced Explorers have usually
- been serving in the Kings army for at least 10 years. New Explorers are hired
- in the capital and already own 1 depot and 1 transport. Admirals furthermore
- receive two ships.
-
- 6.5 HIRE COLONISTS
- ==================
-
- All Explorers except Commanders may hire colonists during the strategy
- phase. Colonisation cannot take place without colonists. Select an Explorer
- who is in the capital. The cost of colonists will increase during the game.
- At the start of the game colonists cost 1 gold unit. From the year 1802
- onwards prices begin to rise. Please bear in mind that income can only be
- generated via taxes and that colonists are the only tax payers.
-
- 6.6 SUBSIDIES FOR THE PLAYERS
- =============================
-
- At the end of each strategy phase the players receive subsidies. The
- amount depends on the difficulty level for each player,as chosen at the start
- of the game. A player will not receive any subsidy if he stores more than
- 5000 gold units in his capital.
-
- 6.7 VICTORY DETERMINATION AND ENDING THE GAME
- =============================================
-
- The computer will end the game if one of the following conditions are
- met :
- - The game year 2000 is reached.
- - A player achieves 50000 victory points
- - A player achieves twice as many victory points as all other players
- together.
- The best player is then appointed as viceroy and hopefully enters the
- Hall of Fame.
-
- 6.8 RESEARCH
- ============
-
-
- Players may research in 4 categories :
-
- A) Ship construction
- B) Tactics
- C) Weapon technics
- D) Economy
-
- Research can be carried out only once per turn per category. Enter the
- category and the number of gold units you wish to spend. The computer will
- decide the result of your expenditure. Categories in which research has
- already been carried out are marked. The more you spend the faster results
- may be acheived. A maximum of 100 gold units per turn per category may be
- spent. The development level is expressed as a value between 0 and 99. With
- an increase in economy taxes will increase. Good values in weapon technics
- and tactics will result in improved performance in battle, whilst ship
- construction improves a ships mobility during sea battles.
-
- 7.0 THE ACTION PHASE
- ====================
-
- 7.1 GENERAL INFORMATION
- =======================
-
- During the Action phase the Explorers can receive many orders. These
- options are built into a series of menus in order to ease the input. All
- orders may be chosen with the function keys / mouse and will be explained in
- more detail in the next chapters.
- The action phase consists of the Governor, Admiral, General and
- Commander sub phases. All orders are generally the same for all Explorers,
- with some exceptions. If certain orders cannot be carried out, the computer
- will only give an error message, when not enough gold units, supply units,
- command points or movement points are available. In all other cases the
- computer will ignore your incorrect input without comments.
- At the beginning of each explanation you will see the costs involved for
- carrying out the order. For a summary see the appendix which provides a more
- detailed overview. A " ? " indicates that the costs depend on the terrain
- type. Please make sure that all Explorers always carry enough supply units
- with them.
- By pressing the " Help " key in the main menu, a summary of all screen
- symbols will appear. By clicking the mouse or any key you will be returned to
- the main menu.
-
- 7.2 THE ACTION MENU
- ===================
-
- 7.2.1 SUB MENU - MOVEMENT
- =========================
-
- Command points Governor/Admiral/ General : 1/1/1
- Movement points : ?
- Gold units : -
- Supply units : ?
-
- With this order you can move an Explorer in any of 8 directions over the
- map. While Generals and Governors can move only one square at a time,
- Admirals can move a number of squares during each turn dependant upon the
- season. During autumn, there are usually favourable winds. During summer, it
- is usually calm whilst during other seasons the weather may be moderate. If
- an Explorer moves diagonally he will consume 50% more movement / supply
- points. Squares which are already occupied by other Explorers cannot be
- entered except if it is a friendly capital.
- Unexplored squares are explored by moving an Explorer onto them. The
- true terrain type then becomes visible. When discovering new squares only
- movement points are consumed. The map only displays areas which were explored
- by the current player. Enemy terrain is only shown if a friendly Explorer has
- passed through before. The Explorer does not actually move at this point so
- it is possible to explore several squares before deciding which adjacent
- square to move onto. For each explored square 1 victory point is earned. The
- terrain of a newly discovered square is determined by the computer. Coast can
- only be discovered from adjacent sea squares. Swamp only occurs seldomly,
- whilst forest is the most often terrain encountered.
- Admirals can only enter water squares and the friendly capital. If an
- Admiral transports another Explorer you may examine the latters data by
- pressing ( S ) or ( 5 ) in this menu. Press any key to return to the movement
- menu. During the Governor and General sub phase you can examine the profit
- values of the visible part of the map. press ( S ) or ( 5 ) to do so. This
- information can also be viewed by selecting the active explorer with the
- mouse.
- If an Explorer does not have sufficient supply units, movement points or
- command points to conduct a certain movement, a special rule comes into
- effect. A movement without supply units decreases loyalty and morale by 5%.
- If insufficient command points or movement points are available, the
- difference to the value 0 will be deducted from loyalty and morale. The same
- is true of an order to attack. This special rule is not in effect for all
- other orders.
-
- Example: A General still has 6 command points and 4 movement points. He
- attacks an enemy general who is occupying a mountain square. As the attack is
- carried out diagonally, it would normally cost 18 movement points. As the
- general only has 4 movement points remaining, the morale of his troops will
- be reduced by 14%. An attack requires 8 command points. He lacks 2 points, so
- 2 points will be deducted from his loyalty rating.
-
- 7.2.2 SUB MENU - ATTACK
- =======================
- Command points Governor / Admiral / General: 16 / 8 / 8
- Movement points : ?
- Gold units : -
- Supply units : ?
-
- Adjacent enemy Explorers can be attacked with this order. The
- programme will then load the battle routines. Of course Admirals can only
- attack other Admirals, but no Governor or General, and vice versa. Please
- note that sea and land battles consume many supply units. Battles are
- described in greater detail in later chapters.
-
- 7.2.3 SUB MENU - TRANSPORT
- ==========================
-
- This menu consists of 4 further sub menus :
-
- 7.2.3.1 EMBARK EXPLORER
- =======================
-
- Command points Governor / Admiral / General : - / 1 / -
- Movement points : - / 1 / -
- Gold units : -
- Supply units : -
- Only an Admiral can carry out this order. The player has to choose the
- direction from which the Admiral shall pick up a Governor or General. An
- Explorer can only be picked up if he is in a harbour or in the capital.
- Admirals cannot transport other Admirals and only one Explorer may be
- transported at a time.
-
- 7.2.3.2 DISEMBARK EXPLORER
- ==========================
-
- Command points Governor / Admiral / General : - / 1 / -
- Movement points : - / 1 / -
- Gold units : -
- Supply units : -
- Only an Admiral can carry out this order. The player has to choose the
- direction, into which the Admiral shall disembark the Governor or General. An
- Explorer can only disembark into a harbour or into the capital.
-
- 7.2.3.3 LOAD GOLD UNITS
- =======================
-
- Command points Governor / Admiral / General : 1 / 1 / 1
- Movement points : 1 / 1 / 1
- Gold unit : -
- Supply units : -
- Gold units can only be loaded in a capital. This order has the purpose
- of supplying Explorers with financing so that they can buy new supply units
- or hire more troops. For each 10 gold units loaded in the capital however, 1
- victory point is deducted.
-
- 7.2.3.4 UNLOAD GOLD UNITS
- =========================
-
- Command points Governor / Admiral / General : 1 / 1 / 1
- Movement points : 1 / 1 / 1
- Gold units : -
- Supply units : -
- Gold units may only be unloaded in the capital. For every 10 gold units
- unloaded in the capital, 1 victory point is gained. Therefore this action is
- important to winning the game. Each player may hold up to 10,000 gold units
- in his capital. Each gold unit over this amount is given to the King and
- earns victory points.
-
-
- 7.2.4 SUB MENU - PLUNDER
- ========================
-
- Command points Governor / Admiral / General : 4 / - / 2
- Movement points : ?
- Gold units : -
- Supply units : ?
- By plundering a colony, twice the normal tax income can be gained.
- However, the profit value of the colony decreases after this action.
- Plundered cities are wiped out and become normal plains again. He who
- plunders his own colonies gives up tax income which would have been earned
- during the following turns. Plundering a colony consumes twice as many
- movement and supply points as moving into a colony normally. Plunder is not
- possible by Admirals.
-
- 7.3 THE COLONY MENU
- ===================
-
- 7.3.1 SUB MENU - COLONISATION
- =============================
-
- Command points Governor / Admiral / general : 1 / - / 2
- Movement points : ?
- Gold units : 10 per colonist involved.
- Supply units : 100 per colonist involved.
- Only plains, forest, hill and mountain can be colonised. Colonised
- plains are shown as a field, the forest symbol is replaced by smaller tree
- tops, hills and mountains are distinguished by colour. For colonisation the
- players have to determine the number of colonists involved. A certain % will
- not survive the colonisation trial. The more colonists that survive, the
- higher the tax income per season will be. It is possible for all colonists to
- perish. Engineers help with the colonisation as does a high administration
- value for the Explorer. The square currently occupied by the Explorer becomes
- the colony. A square can never be colonised twice.
- The income derived from any colony is determined by two factors: base
- value and profit value. The base value for plains is 3, for forest 6, for
- hill 9 and for mountain 12. This base value can increase as result of a high
- administration value. The number of surviving colonists determines the profit
- value. The highest possible profit value is 7.
- Example : A Governor with a high administration value attempts to
- colonise a mountain area with 8 colonists. The base value is partially by
- random as 14. One colonist dies from an unknown disease. Therefore tax income
- amounts to : 14 X 7 = 98 gold units. This is already the maximum possible
- value. The profit factor is also the value by which the players' victory
- points increase.
-
- 7.3.2 SUB MENU - INVESTMENT
- ===========================
-
- This menu consists of four further sub menus.
-
- 7.3.2.1 BUILD HARBOUR
- =====================
-
- Command points Governor / Admiral / General : 1 / - / 2
- Movement points : 6 / - / 9
- Gold units : 30
- Supply units : 1,000
- Harbours can only be built on coastal locations. They earn taxes of 10
- gold units per season. At least 1 engineer and 1 colonist are required to
- build a harbour. Admirals cannot enter harbour squares but may use them for
- short time periods to load and unload persons / goods. The rest of their time
- is spent on patrols at sea. In harbours Generals and Governors can supply
- themselves with supply units. Building a harbour earns 10 victory points.
-
- 7.3.2.2 BUILD SETTLEMENT
- ========================
-
- Command points Governor / Admiral / General : 2 / - / 4
- Movement points : 8 / - / 12
- Gold units : 60
- Supply units : 2,000
- Settlements can only be built on uncolonised plains. They earn taxes at
- the rate of 15 gold units per season. 1 engineer and at least 2 colonists are
- needed to build a settlement. In settlements, Generals and Governors can hire
- new troops ( no colonists ) and buy supply units. Building a settlement earns
- 20 victory points.
-
- 7.3.2.3 EXPAND SETTLEMENT
- =========================
-
- Command points Governor / Admiral / General : 1 / - / 2
- Movement points : 4 / - / 6
- Gold units : 40
- Supply units : 1,500
- Settlements are the only colonies that can be expanded. Each enlargement
- increases the tax income by 15 gold units per season. Expanding a settlement
- requires at least 1 engineer and 1 colonist. Settlements can be expanded up
- to 5 times. Expanding a settlement earns 15 victory points.
-
- 7.3.2.4 BUILD MINE
- ==================
-
- Command points Governor / Admiral / General : 4 / - / 8
- Movement points : 12 / - / 18
- Gold units : 100
- Supply units : 4,000
- Mines can be built in high mountain terrain. At least 2 engineers and 3
- colonists are required. If mining is successful, the terrain symbol for high
- mountain will be replaced by a mine symbol ( 2 carts loaded with gold ).
- Profit is displayed under terrain information as two question marks ( ?? ).
- Tax collected is determined at random. In any case it will be at least 100
- gold units. After some time the mine may become exhausted. The terrain symbol
- will then be replaced by two empty carts. This symbol is also used to show
- that mining operations were unsuccessful.
-
-
- 7.3.3 TRADE
- ===========
- Command points Governor / Admiral / General : 1 / 1 / 1
- Movement points : 1 / 1 / 1
- Gold units : -
- Supply units : -
- With this order, Explorers can buy or sell supply units in harbours,
- settlements or in the capital. For 1 gold unit 100 supply points can be
- purchased. When selling supply units, 1 gold unit is received for 200 supply
- units. The number of supply units is entered via the number keys or mouse.
- Each depot can only transport 3,000 supply units.
-
- 7.3.4 PROFIT
- ============
-
- Command points Governor / Admiral / General : 1 / - / 2
- Movement points : 1 / - / 2
- Gold units : -
- Supply units : ?
- With this order taxes are collected. The profit value on the screen is
- highlighted in red when taxes have been collected. During the next turn, the
- same amount becomes available. Taxes are usually paid in the form of
- tradeable goods produced by the colonists. These goods have a gold worth
- which is added to the Explorers' gold reserves.
-
- 7.4 THE MILITARY MENU
- =====================
-
- 7.4.1 SUB MENU - RECRUITMENT
- ============================
-
- Command points Governor / Admiral / General : 6 / 4 / 4
- Movement points : 1 / 1 / 1
- Gold units : ?
- Supply units : -
- With this order an Explorer can increase his troops up to a maximum
- value of 15 land units. Each Explorer can only hire those troops whom he can
- also lead in battle. The exceptions being colonists. Therefore an Admiral
- cannot hire heavy infantry, cavalry or artillery whilst other Explorers
- cannot recruit ships or marines. An Admiral can only buy up to 8 ships and
- load them with land troops, but by boarding and capturing enemy vessels an
- Admiral can increase the size of his fleet to 15 ships. By hiring,
- inexperienced troops the Explorer's experience value decreases accordingly.
- For example, doubling the number of troops could halve the experience.
- Recruitment is only possible in settlements or in the capital.
-
- 7.4.2 SUB MENU - REORGANISATION
- ===============================
-
- Command points Governor / Admiral / General : 1 / 1 / 1
- Movement points : 1 / 1 / 1
- Gold units : -
- Supply units : -
- This option is helpful if two Explorers wish to exchange gold,supply or
- military units. Admirals can only exchange with other Explorers if they are
- in a harbour or the capital or if they are loaded or are Admirals themselves.
- These transfers also change the experience values of the Explorers involved,
- just as with recruitment. However, colonists are exempted from this rule.
- When reorganising the data for both Explorers is displayed in the upper
- information window. The lower text window shows the numbers of goods or
- troops to be exchanged. The current Explorer is shown with his ID number. The
- next line shows the number of units present, followed by the amount the
- current Explorer is to receive. The number which remains for the second
- Explorer to receive is shown in the following line. If transports or depots
- are exchanged, gold and supply units are automatically transferred, if one of
- the Explorers should not have sufficient transport capacity. If only gold or
- supply units are exchanged, transports or depots are not exchanged.
-
- 7.4.3 SUB MENU - GIFTS
- ======================
-
- Command points Governor / Admiral / General : 1 / 1 / 1
- Movement points : 1 / 1 / 1
- Gold units : 5 for Explorer, 1 per military unit.
- Supply units : -
- If the loyalty or morale of an Explorer falls below 50, danger of the
- Explorers desertion or a mutiny of his troops becomes imminent. In order to
- avoid this, you can give gold to the Explorer or to his units. By this, the
- two values are increased again. It requires 5 gold units to raise an
- Explorers loyalty by 1 point. Troops will require 1 gold unit for each
- military unit present. The gold is taken from the Explorers stock.
-
- 7.4.4 SUB MENU - TRAINING
- =========================
-
- Command points Governor / Admiral / General : 6 / 4 / 4
- Movement points : 10 / 5 / 5
- Gold units : -
- Supply units : 50 per unit ( except colonists )
- Through training, the experience level increases by 4 points, morale by
- 2 points and administration by 1 point.
-
- 7.5 THE REPORT MENU
- ===================
-
- The options here require no expenditure of command or movement points.
- They can be chosen at any time.
-
- 7.5.1 SUB MENU - GAME SCORE
- ===========================
-
- In the information window, the players name, their victory points and
- gold reserves stocked in the capital are shown, together with the kind of
- player - computer, human or none.
- The supply units still held by Explorers are not included. The gold
- units can be freely used by the Exploers for their plans. The capital acts as
- a depot , from which the player can hire new Explorers and equip them with
- starting capital.
-
- 7.5.2 SUB MENU - LEADERS
- ==========================
- With this option you may examine any of your Explorers.
-
- 7.5.3 SUB MENU - MAPS
- =====================
-
- With this option several maps can be displayed:
- a) Political map - shows the players territories in their
- colours.
- b) Economic map - shows the profits of each colony; the brighter the
- colour, the more taxes are collected.
- c) Terrain map - displays the terrain types in their colours.
- The three maps fit into 1 screen each. Each square is displayed as 2 X
- 2 pixels. The current Explorers position is shown as a flashing square. Only
- terrain squares entered by friendly Explorers are shown.
-
- 7.6 THE END MENU
- ================
-
- The order input for an Explorer can be terminated before all his command
- / movement points are used by pressing " Esc ". You will then be asked if you
- wish to " wait " or " end " the turn. If the turn is ended the Explorers
- loyalty and morale will be improved by 20% of the remaining command /
- movement points. This option is useful for increasing the values of an
- exhausted Explorer.
-
- 7.7 THE COMPUTER ENEMY
- ======================
-
- The presence of natives known as the " Cajas " makes the game far more
- difficult. They will be controlled by the computer, expand their territories
- and accumulate victory points. They may even win the game ........
- Caja settlements can be wiped out by plunder. Any gold found will be
- captured. The amount of gold is dependent upon the Caja settlement's profit.
-
- 8.0 LAND BATTLE
- ===============
-
- 8.1 GENERAL DESCRIPTION
- =======================
- In the case of a battle, human players can decide to whether to fight a
- detailed tactical battle or a strategic battle. At the beginning of a land
- battle, the players must place their units on the screen. By clicking the
- left mouse button a red cursor will be positioned under the mouse pointer.
- Position the unit with arrow keys, number pad or keys around the ( S ).
- Pressing ( Return ) will place the unit. If players select a strategic
- battle, the computer will carry out this task. If two computer operated
- Explorers take part in battle, it is always resolved on a strategic level.
- The tactical land battle is divided into two large parts ( see 8.4.2 ).
- The first part consists of a) to k), the second one of l) to v). Player A is
- the explorer that started the attack during the action phase. In the first
- part player A is referred to as the attacker ( Att ), player B as the
- defender ( Def ). During the second part player B becomes the attacker and
- player A the defender. The information on screen changes accordingly.
-
- 8.2 THE SCREEN DISPLAY
- ======================
-
- The left part of the screen displays the battlefield, and the right side
- displays information on your troops etc. Here to, as in the Action phase
- there is an Icon bar which operates as described in chapters 2.3 and 2.4. If
- the active unit is clicked on with the mouse or if the ( S ) or ( 5 ) keys
- are pressed, the overall summary of both combatants is displayed. Depending
- on the terrain type of the square on the strategic map where the battle takes
- place, the programme can provide over 120 different tactical maps. Each unit
- has the following values :
-
- Strength ( ST ) : The number of casualties it can suffer before
- being destroyed.
- Movement points ( MP ) : Movement points are used when a unit
- moves from one square to another. At the start ofeach movement round new
- movement points are received. Morale, however is of importance here.
- Supply points ( SU ) : A unit consumes supply points for almost
- every action it undertakes. An attack, especially requires a large
- number of supply points. If the number of supply units drops to 0, the
- unit will cease to exist at the beginning of the first supply phase of
- a new battle round.
- Supply status ( S Status ) : This value indicates the maximum number ofsupply
- units that can be received per supply phase. This number depends on the
- distance to the nearest depot and on the season. During best conditions
- in summer, the maximum value is 200 if the unit is directly adjacent to
- a depot. Each further square distant from the depot decreases the
- supply rate by 40 supply units. If a unit is directly adjacent to an
- enemy unit, the supply status is further reduced by 40 supply units.
- Morale : The fighting spirit of the unit. Low morale will decrease the
- movement allowance of a unit and influence it's strength.
- Endurance : This value indicates the exhaustion level of the unit. If this
- value falls to 0 the unit has to rest. At this point it can carry out
- no order. Endurance can be increased by not using the full movement
- allowance of a unit.
-
- 8.3 STRATEGIC BATTLES
- =====================
-
- 8.3.1 GENERAL DESCRIPTION
- =========================
-
- This variant is easier and faster to play than the tactical execution.
- It's purpose is to quickly resolve battles where victory for one side is
- certain.
-
- 8.3.2 PROCEDURE
- ===============
-
- The strategic battle phase is carried out in several short pulses. The
- computer calculates the current battle strengths of both sides and displays
- them on screen. It is abbreviated " BS ". Losses from the previous round are
- shown " LO ". The attacking player is marked ( A ) and the defender ( D ).
- In the appendix a full explanation is given on how the battle strengths
- are calculated with tables and examples.
- Both players will have to choose their respective attacking / defending
- strategies. When doing so it is preferable for the other player not to watch
- the input !
- Each side has 4 different strategies to choose from ;
-
- Attack : Frontal Outflanking Mobile Strategem
- Defence : Attack Attack
- ------------------------------------------------------------
- Counter attack 15 / 15 15 / 10 5 / 20* 20*/ 5
- Dig in 5 / 20* 20*/ 5 10 / 15 5 / 10
- Delay 10 / 10 5 / 20* 20*/ 5 10 / 15
- Retreat 20*/ 5 10 / 15 15 / 10 15 / 20*
-
- ( * ) : The enemy side looses 1 unit ( strategic battle ) or has to retreat.
-
- Example 10 / 20
- Attackers strength = 100, defenders = 20
- The attacker causes the defender to loose 10% of the attackers strength
- points ( 10 ). The defender causes 20% of the defenders strength points ( 4
- ). These losses are maximum values however.
-
- 8.3.3 CALCULATING LOSSES
- ========================
-
- Losses are calculated according to the table under 8.3.2, although the
- numbers given are the maximum acheivable. If a unit is destroyed, the
- programme selects it according to a particular routine. More details can be
- found in the appendix. If a depot is captured, the active player will also
- receive some of it's supplies. If the enemy owns 2 depots and one is
- captured, half his supply units will change hands. This is also true of
- transports and gold units.
- For each battle round, 200 supply units + 10 supply units per unit are
- required. Battle continues until one side has insufficient strength points or
- supply units remaining to prolong the battle. At the end of battle the victor
- receives the remaining supply / gold units only if he can transport them. It
- is possible for both sides to destroy each other so that there is no winner.
- This can also happen during a tactical battle. Ending a battle is explained
- under chapter 8.4.7.
-
- 8.4 TACTICAL RESOLUTION
- =======================
-
- 8.4.1 GENERAL DESCRIPTION
- =========================
-
- In a tactically resolved battle both players ( computer or human ) have
- the opportunity to move their units individually. This can make the campaigns
- far more interesting and challenging. By selecting ( Help ), A summary of the
- on screen symbols will be displayed. A mouse click or key press will return
- you to the main menu.
-
- 8.4.2 PROCEDURE
- ===============
-
- During tactical battles, one game turn consists of the following phases
- :
-
- a) supply phase player A
- b) movement phase player A
- c) supply phase player A
- d) movement phase player B
- e) supply phase player B
- f) movement phase player A
- g) supply phase player A
- h) replacement phase player A
- i) battle phase player A
- j) replacement phase player A
- k) supply phase player A
- l) supply phase player B
- m) movement phase player B
- n) supply phase player B
- o) movement phase player A
- p) supply phase player A
- q) movement phase player B
- r) supply phase player B
- s) replacement phase player B
- t) battle phase player B
- u) replacement phase player B
- v) supply phase player B
-
- The phases are carried out sequentially. At the end of each turn, each
- unit receives 2 experience points.
-
- 8.4.3 THE SUPPLY PHASE
- ======================
-
- 8.4.3.1 DETERMINING THE SUPPLY STATUS
- =====================================
- In order to carry out it's tasks effectively, a unit has to be tied to
- a supply network. Each depot under an Explorers control acts as a supply
- source. A depot can distribute supply units up to 5 squares away. Therefore
- a unit 6 squares distant will be unsupplied. The supply ability of a depot
- however, varies with the seasons. Depending upon the weather the maximum
- supply distance decreases, as can be seen from the following table. Under
- each distance the number of supply units the unit can receive is listed:
- Number of squares
- Season 1 2 3 4 5
- -----------------------------------------------------------------
- Spring 160 120 80 40 0
- Summer 200 160 120 80 40
- Autumn 160 120 80 40 0
- Winter 120 80 40 0 0
-
- The shorter the distance to the depot, the more supply units a unit can
- receive per supply phase. In order to guarantee short supply lines, even in
- winter at least 3 depots should be used.
- Supply status can be seen in the unit summary. If a friendly unit is
- directly adjacent to an enemy unit it's supply state will be deceased by 40
- supply units.
-
- 8.4.3.2 DISTRIBUTING SUPPLY UNITS
- =================================
-
- Depending on it's supply status a unit can receive a varying amount of
- supply units. The players will have to distribute supplies to their units.
- This involves the use of a logarithmic table ( see 2.3 ). The computer will
- list sequentially all units capable of receiving supplies. The available
- supply units, together with the supply demands are displayed. The player may
- allocate supply units as he chooses.
-
- 8.4.3.3 LACK OF SUPPLY
- ======================
-
- At the start of each players supply phase each unit will consume 10
- supply units in order to guarantee a minimum supply ( water, food etc. ). If
- the number of supply units held by the unit falls to 0 after having received
- new supply units, the unit ceases to exist and is lost. It is easier
- therefore to keep units within range of depots.
-
- 8.4.4 THE MOVEMENT PHASE
- ========================
- The computer will select each unit in turn so that the player may issue
- orders to it. By pressing F1 it is possible to switch between different
- units. By using the direction keys the current unit may be moved in that
- direction. Each movement costs movement points and supply units. Details are
- given in the appendix. If a unit does not have sufficient movement points or
- supply units, it will not be able to move further. Furthermore, the movement
- points used for entering the square will be deducted from the endurance
- value. Engineers are the only troops that may enter a river square. If an
- engineer enters a river in the next turn the computer will ask whether the
- engineer will build a bridge there. If the answer is " yes " the engineer
- will lose all movement points and a bridge will be constructed across the
- river. A bridge costs 20 supply points and 5 endurance points.
- Enemy units have a zone of control, made up of the 8 squares surrounding
- the unit. These squares cannot be freely entered. If a unit advances into an
- enemy zone of control, it loses all movement points for this turn. However,
- enemy units can only be attacked if they are within a zone of control exerted
- by friendly units, i.e adjacent to the attacking units.
- At the beginning of each movement phase all units receive new movement
- points, depending on their current morale. If a unit only has a morale of 75,
- it receives 25% less movement points. The maximum number of movement points
- possible is shown in brackets in the units summary beside the current
- value.
- If a unit is adjacent to one or more depots, the unit can be resupplied.
- Press F1, the computer will go through all available depots and you may
- transfer supply units using ( + ) / ( - ). press ( Return ) to end input.
- Units may also be moved by mouse. Click onto an adjacent square and the
- unit will move. By clicking on the ( Esc ) icon or pressing the ( Esc ) key
- you will be taken to the cancel menu. By selecting the " wait " option, the
- current unit will be ignored and the next unit activated. When you end your
- turn, the remaining movement points will be used to increase the endurance
- rating.
-
- 8.4.5 THE REPLACEMENT PHASE
- ===========================
- During the battle phase some units will lose strength points. Not all
- losses however, represent dead. A %, depending upon the administration and
- experience level of the Explorer, will return as replacements. Strength
- points can only be added as replacements to units if they are in supply. For
- each troop type a special pool exists : infantry, artillery, cavalry and
- engineers. Use the ( + ) / ( - ) to add replacements. This will result in a
- loss of experience points. The computer will list available replacements.
-
- 8.4.6 THE BATTLE PHASE
- ======================
-
- 8.4.6.1 GENERAL DESCRIPTION
- ===========================
- Each enemy unit located in a friendly zone of control can be attacked
- during this phase. Select the enemy unit you wish to attack, press F1. The
- computer will now display all available units which can attack this target.
- The player can then decide which units to attack with using the " yes " / "
- no " boxes. When moving the cursor around on the screen, the general data is
- listed in the info window. If the cursor is positioned on a unit, it's values
- are shown.
- Only Governors, Generals, Infantry, Cavalry, Artillery and engineers can
- be sent into battle. These units will need to have enough endurance and
- supply units remaining. Each unit requires 5 supply points per strength point
- in order to take part in battle.
- Just as in a strategic battle each player must choose an attack /
- defence strategy. Losses are calculated similarly, but in a tactical battle
- the strength of each combatant is determined differently. More details in the
- following chapters.
-
- 8.4.6.2 CALCULATING THE BATTLE STRENGTHS
- ========================================
- First the battle strength multiplicator is determined. The base for this
- is the strength of the unit. Each terrain type has a specific defense value.
- The defender's strength is multiplied by this value. The appendix contains
- some tables for further explanation. Each unit requires 2 supply units per
- strength point for defense. If a defending unit has insufficient supply
- points it's strength will be halved.
- Next a status multiplier is determined. Each unit type has a certain
- base value :
- - depot : 0
- - colonist : 1
- - transport : 1
- - light infantry : 2
- - heavy infantry : 3
- - engineers : 3
- - artillery : 4
- - cavalry : 5
- - Explorer : 6
- A defender adds 10 % of his experience points to this value, the
- attacker 8 %. Furthermore, both sides add 4 % of their morale values. each
- friendly unit adjacent to the defending unit then adds 2 points to the status
- multiplier of the defender.
- Each unit that does not take part in the attack but is adjacent to the
- defender, adds 3 points to the attackers value. For each artillery unit
- taking part in the attack, another 10 % is added.
- Now for each side the strength multiplier is multiplied with the status
- multiplier. The result is then divided by 20. This result is the number of
- battle points. These points can decrease depending on the weather.
- 8.4.6.3 CALCULATING THE LOSSES
- ==============================
-
- Depending on the respective attacking / defending strategy the losses
- are calculated according to each side's success. If the enemy side suffers a
- 10% loss, this always represents a maximum value which can be changed within
- the routines by up to 66%. In the appendix a typical battle is explained.
- The losses calculated are then distributed equally among the units
- taking part in the battle, beginning with the least experienced units.
- Depending upon the administration and experience of the Explorer, some troops
- will return as replacements later.
- If the result in the combat results table is followed by a *, the
- defending unit has to retreat, unless destroyed. Select the square it
- retreats into with the direction keys / mouse. If a unit is unable to retreat
- it is destroyed. It is also possible that an attacking unit may have to
- retreat. Here the same rules apply as for a defender.
- If the defending unit is destroyed, the attacker can have 1 or more
- attacking units advance into the square. First the computer goes through all
- the cavalry units. Choose " yes " or " no ". Cavalry can advance up to 2
- squares. In this case the direction of the second square has to be entered.
- By this you can , depending on the situation, have several cavalry units and
- one other unit advance.
- For each destroyed enemy strength point 2 experience points are added to
- the units taking part in the attack. For each friendly strength point lost,
- 1 experience point is deducted. This is true for both sides. The units which
- possess the lowest experience are at an advantage. For each enemy unit
- totally destroyed, victory points are earned.
- The number of victory points is determined as follows : Purchase costs
- divided by 5. Thus , an eliminated artillery unit would earn 5 victory
- points. For each unit lost and for each unit that has to retreat, the owning
- player will lose 5 morale points, while the victorious units receive 5 morale
- points.
-
- 8.4.7 VICTORY DETERMINATION
- ===========================
-
- A battle is concluded when the Explorer is killed. The victorious player
- receives 20 victory points and his Explorer 1 administration point and, if
- appropriate, the captured supply and gold units. This is also true for the
- strategic battle variant. After this, play continues normally.
-
- 9.0 SEA BATTLES
- ===============
-
- 9.1 THE SCREEN
- ==============
-
- The left of the screen displays the battle display and the right the
- data displays for each Admiral. The first line shows the current player and
- the wind velocity. Abbreviations are :
-
- Administration : ( A )
- Number of ships : ( FLT )
- Experience : ( E )
- Morale : ( M )
- Number of gold units : ( Gold )
- Number of supply units : ( S )
-
- As at the start of land battles, the players units must first be placed
- on the map ( see 8.1 ) If two computer players fight a battle, the execution
- speed can be increased by pressing any key.
-
- 9.2 ORDER OF PLAY
- =================
-
- Once the players have placed their ships on the map, players may issue
- orders to them. Each ship can carry out 1 order per turn. After the order has
- been entered the ship will attempt to carry it out immediately. As soon as
- every ship on one side has received an order, the pulse is ended and the play
- switches to the other player.
- Each ship requires 5 supply units per pulse. Each broadside fired costs
- 5 supply units. The battle continues until one of the following conditions is
- fullfilled :
-
- a) One player has no supply units remaining.
- b) One player has lost all his ships.
- c) Only ships of one player are in the battle area.
-
- The other side will then win the battle. However, it is possible that
- both sides will destroy each other entirely.
-
- 9.3 SHIP DATA
- =============
-
- Each ship has a number of characteristics. Before a player issues an
- order to a ship, the following information is displayed :
- Hull : 90 % ( Condition of the ship's hull. In this case
- damaged by 10 % )
- Rigging : 80 % ( Condition of the ship's sails. In this case
- damaged by 20 % )
- 16 Guns 17 : ( Number of guns available; port and starboard
- listed; up to 18 per side )
- Ammo : Grape shot. ( Ammunition type. Two types are
- available: round and grape )
- Crew : 170 ( Maximum crew 200 )
- Sail : Full ( This has an impact on the ship's speed. There
- are five possibilities.)
- Load : Depot ( Each ship can transport a military unit
- which accompanies the Admiral )
-
- 9.4 SHIP MOVEMENT
- =================
-
- 9.4.1 GENERAL DESCRIPTION
- =========================
- The computer selects each ship individually. If you wish to omit the
- current ship click the left mouse button on ( Esc ) icon or press ( Esc ).
- Ships that have already moved will displayed in grey.. The current ship is
- outlined in red. Enemy ships which can be fired on are outlined in white.
- Once selected as a target an enemy ship is outlined in yellow.
- By pressing ( F2 ) the current pulse will be ended before all ships have
- received orders. As a result, all ships will continue sailing straight ahead
- and will carry out no more orders. Caution : it is possible, that ships will
- ram each other.
- By pressing ( F5 ) the orders menu will appear. Up to 7 orders can be
- issued. Orders which cannot be issued will not be displayed. You may leave
- each selection menu by using ( Space ).
-
- 9.4.2 ORDERS
- ============
-
- 9.4.2.1 AMMUNITION
- ==================
-
- With this order you can change the ammunition type or the firing
- direction of the guns. Normal ( round ) ordnance should be used against the
- hull as it causes more damage than grape shot, which should be used against
- the rigging.
-
- 9.4.2.2 SAIL
- ============
-
- By choosing the type of sail, players set the ship's speed. There are 5
- possible settings :
-
- 000 % : No sail
- 025 % : 1/4 sail
- 050 % : half sail
- 075 % : 3/4 sail
- 100 % : full sail
- As long as the sail is set the ship will continue moving. Depending on
- the wind velocity, the distance will vary. This distance is calculated by :
- ( wind velocity + 1 ) x sail x rigging.
- Example : Wind velocity - 3; Sail - half; Rigging - 50 %.
- Result : ( 3 + 1 ) x 0.5 x 50 % = 1 square
- This ship will move 1 square. Should the value be less than 1, it is
- determined randomly whether the ship continues moving. This chance decreases
- in line with damage to the rigging.
- In order to change sail, a ship requires a crew of at least 40. If the
- rigging value is less than 30 %, the sail is considered destroyed and the
- ship will be unable to move.
- If the way is blocked by another ship, it will be rammed. Both ships
- will be damaged. The ship being rammed will suffer more damage if it is
- rammed from the side. A high experience value will limit damage.
- If a ship leaves the battle area, it will re-appear some pulses later.
- Again the owning player has to choose a starting position. During the "
- battle pause " the crew will repair some damage. A high experience and
- administration value is an advantage.
-
- 9.4.2.3 FIRE
- ============
-
- All enemy ships within range will be highlighted. Your gunners can fire
- at one ship on each side. If more than one target is available you will have
- to select your preference.
- The efficiency of a broadside is dependent upon the number of guns, the
- distance involved and a random factor. Each gun requires 4 crewmen to operate
- it. If insufficient crewmen are on board, some guns will not be used. Just as
- with ramming, a damage message will appear. The values shown should speak for
- themselves. If the hull value falls to below 50 %, the ship may sink. For
- each enemy ship sunk 10 victory points are awarded, morale increases by 2
- points and experience by 5 points. Enemy morale drops by 2 points.
-
- 9.4.2.4 COURSE
- ==============
-
- With this order you may alter the movement direction of a ship. If the
- sails are down, the order " pray " appears on the screen instead. The course
- can only be set if the sails are raised. If you do not wish to give an order
- to a ship, you may end the order input by selecting " maintain course " or "
- pray ". By each direction change the ship turns starboard ( right ) or port
- ( left ) by 45 degrees. The ship will then move in this direction according
- to it's speed. Care is needed during turning procedures as it is possible to
- ram friendly ships.
-
- 9.4.2.5 SELF DESTRUCTION
- ========================
-
- Sometimes, it is an advantage to destroy friendly ships in order to
- prevent them falling into enemy hands. Use this order with caution however,
- as battles are not predetermined. Never give up hope!
-
- 9.4.2.6 BOARDING
- ================
-
- Boarding enemy ships is one of the most interesting features of the
- game.
- In order to board a ship, the enemy ship must be alongside, either on
- port or starboard. The current direction of movement of either ship is of no
- importance. The friendly ship can only make a boarding attempt if it has an
- infantry or engineer unit on board. If two enemy ships are in a position to
- be boarded, you must select a target. Follow the on screen prompts.
- Success or failure depends upon your Admiral's statistics, the enemy
- Admiral's statistics, the boarding crew and the crew on board the enemy ship.
- A high administration value and a high morale value are also of an advantage.
- It is also easier to board an enemy vessel if it is transporting no other
- troops than it's crew. A boarding party that has to fight an enemy crew and
- a well trained infantry unit will have difficulties. Engineers are better
- suited to boarding than normal infantry.
- If an enemy ship is boarded successfully, it is captured by the victor.
- A small prize crew will take command. For successfully boarding a ship, 20
- victory points, 5 morale and 10 experience points are gained. The enemy loses
- 5 morale points.
- If the boarding action fails, the boarding party will be eliminated. If
- you attempt to board an enemy ship which transports an infantry or an
- engineer unit, it is possible that the enemy will attempt to board your ship
- in order to seize it. If this action is successfull then the enemy will be
- awarded 20 victory, 6 morale and 3 experience points. The attacker will lose
- 6 morale points.
- If a ship which carries a depot or transport unit is seized, the victor
- receives the corresponding supply and / or gold units as well as the
- accompanying troops.
-
- Example : The enemy has 2 transport units on board of his ships. One of them
- is captured as a result of a boarding action. The victor receives half the
- gold as well as the transport unit. Normally an Admiral can only command up
- to 8 ships. However, by boarding and capturing this number may be increased
- to 15, with all surplus ships having to be abandoned. It is therefore
- possible for the player to build huge galleon or piracy fleets if they
- concentrate on boarding. Large gold transport ships can only be obtained by
- boarding and Admirals with 8 or more ships are well suited to escorting gold
- transports back to the capital or acting as pirate hunter or for that matter
- pirate.
-
- 9.4.2.7 MOVING GUNS
- ===================
-
- With this order it is possibe to move guns to different positions on
- board. Thus if a ships guns have been damaged on one side it is possible to
- move some guns from an undamaged area to improve the position. The maximum
- number of guns per side is still 18 however.
-
- 9.5 VICTORY AT SEA
- ==================
-
- A sea battle ends if one side has no supply units remaining or no ships
- left in the battle area. The victor receives 20 victory points. Morale
- increases by 5 points and experience by 10. The victorious Admiral receives
- 1 administration point.
- If the enemy lost the battle because he ran out of supply units, the
- victorious Admiral captures all remaining ships. If all ships in the battle
- area are destroyed or captured, all enemy ships which are currently outside
- the battle area are also captured. If the defeated Admiral still possesses
- gold units or supply units, they are also taken by the victor. It is also
- possible that the defeated Admiral had an explorer on board. The gold units
- and supply units of the Explorer are also captured. Embarked Explorers travel
- on the support fleet of the Admiral. These fleets consist of several small
- ships which can only be used for minor tasks. As they cannot take part in sea
- battles, they are not shown on the display.
-
- 10.0 PLAYING TIPS
- =================
-
- At the beginning of the game you should hire at least 2 Admirals and
- Governors. The Governors should be given some colonists and at least 1
- engineer and an additional depot. Also ensure they are given sufficient gold
- and supply units. Once this has been done have your Admirals load the
- Governors and set sail in any chosen direction. Try to discover a coastal
- area with your Admirals as soon as possible. Once a coastal area is found,
- disembark the Governors and use them for further exploration.
- As many harbours as possible should be built in the new world in order
- to ensure smooth movement of gold and supply units. After securing harbours
- the Governors should be moved inland to colonise the newly gained territory.
- Once the first colony reaches a reasonable size you should begin to collect
- taxes and transport them to the capital. The computer opponents will start
- several missions at the beginning of the game and will discover vast lands
- and begin to colonise them. After 2 to 3 years your computer opponents will
- become aware of you and the competition for the best colonies and sea routes
- will begin in earnest. By this stage you should have well equipped Admirals
- and Generals. Sea battles will be especially important, as he who controls
- the sea routes, controls the game.
- In order to achieve victory the following should be noted:
- a) Protect your colonies from possible invasion, with several Generals.
- b) You should equip your Explorers with gold from the colonies as soon as
- possible to avoid draining the gold reserves of the capital.
- c) Form a reserve of Explorers in time. If you lose 2 or 3 sea battles within
- a short time, you will become a mere marionette, guaranteeing victory points
- to your opponents. Losses need to be replaced immediately.
-
-
- 11.0 APPENDIX
- =============
-
- 11.1 TERRAIN TABLE ( Action phase )
- ===================================
-
- Terrain type Movement points Supply points
- ------------------------------------------------------------
- Unknown 2 2
- Sea 2 2
- Swamp 16 8
- Mountain 12 6
- Hill 8 4
- Forest 6 2
- Plains 4 2
- Desert 6 12
- Coast 4 2
- Mountain - colonised 4 2
- Hill - colonised 4 2
- Plains - colonised 2 2
- Harbour 2 2
- Mine 4 4
- Settlement 2 2
- Cajas settlement 2 2
- Capital 2 2
-
- 11.2 TERRAIN TABLE ( Battle phase )
- ===================================
-
- Terrain type Movement points Supply points Defence factor
- --------------------------------------------------------------
- Lake - - -
- River ( 4 ) ( 12 ) 1 / 2
- Bridge 2 2 1 / 2
- Road 2 2 1
- Settlement 2 2 2
- Cajas settlement 2 2 2
- Fortress 2 2 5
- Plains - colonised 2 2 1
- Plains 4 2 1
- Forest - colonised 4 4 2
- Forest 6 4 2
- Hill - colonised 6 6 3
- Hill 8 6 3
- Mountain - colonised 8 8 4
- Mountain 10 8 4
- Swamp 12 16 4
- Desert 10 20 1
- Mine 8 8 4
- High mountain - - -
-
- For diagonal movement during the action or battle phase add 50 % to the
- required number of movement and supply points. Only engineers can move into
- river squares. High mountains and lakes are impassable. Bridges can only be
- constructed by engineers. The defence factor shows the increase in the battle
- strength of the defending unit.
-
- 11.3 THE ORDERS
- ===============
-
- Command points Order Movement points
- -------------------------------------------------------------------
- Gov'nr/Admir./Gen/Comm. Gov /Adm /Gen /Comm
- -------------------------------------------------------------------
- 1 1 1 - Move ? ? ? -
- 16 8 8 - Attack ? ? ? -
- - 1 - - Embark Explorer - 1 - -
- - 1 - - Disembark Explorer - 1 - -
- 1 1 1 - Load gold 1 1 1 -
- 1 1 1 - Unload gold 1 1 1 -
- 4 - 2 - Plunder ? - ? -
- 1 - 2 - Colonise ? - ? -
- 1 - 2 - Build harbour 6 - 9 -
- 2 - 4 - Build settlement 8 - 12 -
- 1 - 2 2 Expand settlement 4 - 6 6
- 1 1 1 1 Buy supply units 1 1 1 1
- 1 1 1 1 Sell supply units 1 1 1 1
- 1 - 2 2 Earn profits 1 - 2 2
- 6 4 4 4 Recruit 1 1 1 2
- 1 1 1 1 Reorganise 1 1 1 1
- 1 1 1 1 Subsidies 1 1 1 1
- 6 4 4 4 Training 10 5 5 5
-
- Order cannot be issued : -
- Movement points : ? ( see terrain table )
-
- 11.4 COSTS
- ==========
-
- Action Gold units required
- -------------------------------------------------------------
- Hire Governor 25 - 100 gold units
- Hire General 50 - 100 gold units
- Hire Commander 25 - 100 gold units
- Hire Admiral 75 - 100 gold units
- Light Infantry 10 gold units
- Heavy Infantry 15 gold units
- Cavalry 20 gold units
- Marines 20 gold units
- Artillery 25 gold units
- Engineer 15 gold units
- Fleet 50 gold units
- Depot 5 gold units
- Transport 5 gold units
- Mine 100 gold units + 4000 supply units
- Colonisation 10 gold units + 100 supply units per
- colonist
- Build harbour 30 gold units + 1,000 supply units
- Build settlement 60 gold units + 2,000 supply units
- Expand settlement 40 gold units + 1,500 supply units
- Training 50 supply units per battle unit
- Gift ( + 1 ) 50 gold units for Explorer
- 1 gold unit each per battle unit
- Supply units 100 supply units for 1 gold unit (buy)
- 1 gold unit per 200 supply units (sell)
-
- 11.5 UNIT DESCRIPTION
- =====================
-
- Unit type Movement points Battle strength Base value
- --------------------------------------------------------------
- Fleet - 100 % -
- Admiral - - -
- Governor 12 10 6
- General 16 20 6
- Commander 14 15 6
- Light infantry 16 12 2
- Heavy infantry 12 16 3
- Marines - - -
- Cavalry 24 12 5
- Artillery 12 12 4
- Engineer 16 8 3
- Depot 12 ( 2 ) ( 0 )
- Transport 16 ( 2 ) ( 1 )
- Colonist 12 ( 2 ) ( 1 )
-
- 11.6 BATTLE EFFICIENCY AND SEQUENCE OF LOSSES ( STRATEGIC )
- ===========================================================
-
- Unit type Attacker Defender Sequence of losses
- --------------------------------------------------------
- Explorer 100 % 250 % -
- Marines - - -
- Light infantry 100 % 200 % 3
- Heavy infantry 150 % 150 % 4
- Cavalry 200 % 100 % 2
- Artillery 250 % 100 % 5
- Engineer 100 % 150 % 1
- Depot 0 % 50 % 6
- Transport 0 % 50 % 7
- Colonist 0 % 50 % 8
-
- The battle strengths of all units will be modified by the values shown.
- Units are eliminated in the sequence given. Engineer unit first, followed by
- cavalry unit and so on.
-
- 11.7 SEASONAL CHANGES TO BATTLE STRENGTHS AND MAXIMUM SUPPLY
- =======================================================
- DISTANCE OF A DEPOT
- ===================
-
- Season Attacker Defender Supply line length
- ---------------------------------------------------------
- Spring 75 % 100 % 4 squares
- Summer 100 % 100 % 5 squares
- Autumn 75 % 75 % 4 squares
- Winter 50 % 100 % 3 squares
-
- At 75 %, for example, battle strength would be reduced by 25 %.
-
- 11.8 ATTACK AND DEFENCE TABLE
- =============================
- The following table is expressed in % values and not strength points.
-
- Attack Frontal Outflanking Mobile Strategem
- ----------------------------------------------------------------
- Counter 15 / 15 15 / 10 5 / 20* 20*/ 5
- Dig in 5 / 20* 20*/ 5 10 / 15 5 / 10
- Delay 10 / 10 5 / 20* 20*/ 5 10 / 15
- Retreat 20*/ 5 10 / 15 15 / 10 15 / 20*
-
- * = Opponent loses 1 unit ( strategic battle ) or has to retreat (
- tactical battle ).
-
- 11.9 BATTLE EXAMPLE ( TACTICAL RESOLUTION )
- ===========================================
-
- A General is under attack from 1 infantry, 1 cavalry, 1 artillery and 1
- engineer unit. The General is in a settlement. It's rear area is guarded by
- 2 units. It is spring. The defender's values are :
- General :
- Morale : 100
- Experience : 150
- Supply units : 30
- Terrain : Settlement
-
- Battle strength multiplier of the defender :
-
- 16 ( battle strength ) x 2 ( settlement ) = 32 / 2 ( because of lack of
- supply ) = 16
-
- Status multiplier of the defender :
-
- 6 ( base value ) + 4 ( 2 adjacent units x 2 ) + 15 ( experience x 10 % ) + 4
- ( morale x 4 % ) = 29
-
- Battle points of the Defender :
-
- 16 x 29 x 100 % ( season ) = 464 / 20 = 23.2
-
- Values of the attacker :
-
- Infantry : Battle strength : 16
- Morale : 100
- Experience : 100
- Supply units : 100
-
- Cavalry : Battle strength : 12
- Morale : 100
- Experience : 100
- Supply units : 100
-
- Artillery: Battle strength : 16
- Morale : 100
- Experience : 100
- Supply units : 100
-
- Engineer : Battle strength : 8
- Morale : 100
- Experience : 100
- Supply units : 100
-
- Battle strength multiplier of the attacker :
-
- 16 ( battle strength infantry ) + 12 ( battle strength cavalry ) + 12 (
- battle strength artillery ) + 8 ( battle strength engineer ) = 48
-
- Status multiplier of attacker :
-
- 2 ( base value infantry ) + 5 ( base value cavalry ) + 4 ( base value
- artillery ) + 3 ( base value engineer ) + 32 ( sum of experiences = 400 x 8
- % ) + 16 ( sum of morales = 400 x 4 % ) = 62 x 110 % ( artillery support ) =
- 68.2
-
- Battle points of the attacker :
-
- 48 x 68.2 x 75 % ( season ) = 2455.2 / 20 = 122.76
-
- The attacker chooses a " frontal " attack, whilst the defender decides
- to " delay ". The result is 10 / 10. The attacker will eliminate 4 - 12 enemy
- strength points, the defender 0 - 2.
-
- 11.10 BATTLE EXAMPLE ( STRATEGIC RESOLUTION )
- ==============================================
-
- In a strategic battle, the battle strength of a single unit will be
- multiplied by the battle efficiency ( see 11.6 ). Furthermore, this value
- will be multiplied by 1 % of the morale and 1 % of the experience. Then all
- the values of all the units are added and multiplied by the season factor.
- Eventually, each battle unit of a fighting unit type ( infantry,
- cavalry, artillery, engineer ) increases the current value of the result
- given by 10 %. This result is then divided by 4.
- Example :
- A General attacks with 3 infantry, cavalry , artillery and engineer units as
- well as with 2 depots and 1 transport. It is autumn. Morale and loyalty are
- 90 % each, administartion and experience are 160 each.
-
- General : 20 ( battle strength ) x 100 % ( experience ) x
- 0.9 ( loyalty ) x 1.6 ( administration )
- + 3 infantry 48 ( battle strength ) x 100 % ( experience ) x
- 0.9 ( morale ) x 1.6 ( experience )
- + 3 cavalry 36 ( battle strength ) x 200 % ( experience ) x
- 0.9 ( morale ) x 1.6 ( experience )
- + 3 artillery 36 ( battle strength ) x 250 % ( experience ) x
- 0.9 ( morale ) x 1.6 ( experience )
- + 3 engineers 36 ( battle strength ) x 100 % ( experience ) x
- 0.9 ( morale ) x 1.6 ( experience )
-
- = 365.76 x 75 % ( season ) = 274.32
-
- 274.32 + 30 % = 356.62 ( 3 x 10 % for infantry )
- 356.62 + 30 % = 463.61 ( 3 x 10 % for cavalry )
- 463.61 + 30 % = 602.69 ( 3 x 10 % for artillery )
- 602.69 + 30 % = 783.50 ( 3 x 10 % for engineers )
- 783.5 / 4 = ca. 196 ( sum of effective battle strength )
-
- The defenders battle strength is calculated in the same manner.
- The battle strengths for depots, transports and colonists are added,
- because their battle efficiency is higher than 0. In contrast to the tactical
- battle the defence factor of the terrain has no effect. Losses on both sides
- are calculated in a similar fashion to the tactical battle ( see 11.8 for
- battle tactics ). However, here each 2 battle troops cause 1 additional
- strength point loss to the enemy ).
-
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