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1993-09-23
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GLOBAL DOMINATION INTERACTIVE DEMO
Software Copyright (c) 1993 Impressions
This Documentation File Copyright (c) 1993 Impressions
---
OVERVIEW
You are one of up to five rulers fighting for control of
your world; your goal is to bring peace to the planet by
crushing all of your enemies. The world is divided into
dozens of TERRITORIES; you rule only a handful of them at
the start of the game, and must take all of them from your
enemies to win. In addition to expanding your empire,
territories provide you with the resources you need to keep
fighting. Defending your territories and conquering those
of your enemies are the keys to victory.
Each computer-controlled ruler is taken from the pages of
history: Abraham Lincoln, Genghis Khan, Queen Victoria and
others. Each ruler has his own style of leadership, which
becomes clear in their strategic styles and diplomatic
methods.
(DISCLAIMER: The historical leaders depicted in this game
were chosen solely because of the variety and mix of
strategies that they represent -- in other words, to make a
more interesting game. Their inclusion here should in no
way be viewed as condoning or celebrating their beliefs or
actions.)
Basically, you fight by building and moving armies. You
build armies with ten types of fighting units, from infantry
soldiers to combat jets; a key to success is finding the
best army structure to beat the enemy's armies. You are
also able to use DIPLOMACY to ally yourself with like-minded
enemies, and create an INTELLIGENCE bureau which will gather
information on each enemy. Conflicts between armies take
place over months, and are calculated by the computer; you
can also choose to fight a conflict as a SATELLITE BATTLE,
where you give tactical orders to individual fighting units
on a scrolling "satellite" battle-map.
The game proceeds in TURNS, where each turn allows a player
to make their moves for the current month. (Thus each month
contains two to five turns -- one for each player -- plus an
additional turn for revolutionary forces.) During YOUR GAME
TURN you can build armies and move them; all other tasks can
be performed at any time.
INSTALLING THE GAME
To install this demo on your computer, simply copy the file
that you downloaded into its own directory and run it. The
program will then expand into that directory. To configure
the program for your sound card, type INSTALL <ENTER>. To
run the program from there, type GLOBAL <ENTER>.
This demo starts in the middle of the game, where you are
the GRAY player named "Player 1." You have a slight
advantage in the number of resources you get each month.
The game will tell you the order in which you and the four
computer players will move; click the RIGHT mouse button and
you are taken to the game's MAIN SCREEN.
The main screen is the place from which you view the game's
maps, and access every game panel and function. It consists
of: a large PLAYING AREA which displays game maps and allows
you to manipulate them; a MESSAGE BAR below it, which
displays color-coded messages for actions taken by every
player in the game (PURPLE messages refer to countries in
revolt); and the ICON BAR on the right side of the screen,
which you use to select most of the game's features and
commands. Some icons on this bar will change, depending on
which map is displayed in the Playing Area.
(If you want, you can SCROLL BACK AND FORTH through the
message bar by clicking within the top and bottom edges of
the bar; or change the HEIGHT of the message bar by pressing
the thin blue buttons to its left. (NOTE: You cannot change
the message bar's height when the WORLD MAP -- explained
below -- is displayed.)
GAME RULES
Your goal is to control all of the territories in the world;
you do this by building armies and moving them from
territory to territory. You can look at the world in two
ways: a WORLD MAP which shrinks the entire world onto the
screen at once; and a TERRITORY MAP which shows a close-up
view of a few territories. To switch between the two views,
press the MAP CONTROL icon in the top-right corner of the
screen (it alternates between looking like a GLOBE and FOUR
COLORED SQUARES).
(NOTE: If you start a game when it's a computer player's
turn, that player will probably already be moving; you can
still take a look at different maps and screens while this
is going on; the only things you can't do are build and
place armies.)
The world map can show different types of information (four
types in all), each selected by an icon from the icon panel
at the side of the screen. The types you should be
interested in now are: the GEOGRAPHY icon, which looks like
some brown terrain, and EMPIRE, which looks like three
colored rectangles on top of each other. Geography shows
you the importance of different territories; you need
resources to build armies, and some territories produce more
resources than others. Empire shows who owns which
territories; you can use this map to decide where in the
world you want to expand (preferably by grabbing some of
those resource-rich territories). When you choose an area
to expand in, you can "zoom in" on it by pointing to it and
pressing the LEFT mouse button; this takes you to the
territory map.
On the territory map, each territory appears as a colored
region with a "city" marker in the middle; the color of the
terrain tells you which player controls the territory, and
the size of the marker (small, medium or large) shows you
the relative amount of resources in the territory. If you
want more information on a territory, just point to it and
press the left mouse button; this displays an info-panel
listing its name, the names of adjacent territories, and a
mini-map of the area. Use the button just below the map to
switch between GEOGRAPHY and EMPIRE color codes; click the
RIGHT mouse button to get rid of the panel.
Armies are shown on the map as silver BULLETS with colored
bands and in different sizes; the colored band tells you
which player owns the army, and the army's size shows how
many fighting UNITS it represents. You can find out more
information on an army by pointing to it and pressing the
LEFT mouse button; this displays another info-panel
specifically for armies. You can see info-panels for both
your armies and those of your enemies (but your INTELLIGENCE
on them -- explained later -- affects what information they
display).
Brown territories are neutral -- owned by no player. Orange
territories are in conflict, where two armies are fighting
for control of it; you cannot enter these. You can move one
of your armies into any brown territory, and thereby take it
over.
You can also do the same for any territory with no army in
(even if it belongs to someone else); you will still gain
ownership of that territory, with all the benefit of its
resources -- but the previous owner will be upset. You need
to weigh the merits of when to go for a territory like this,
and when not to upset another player! When a game first
starts there are no armies in any territories, so you should
place some quickly in all of your important territories to
protect yourself.
To look around at the rest of the map, click the RIGHT mouse
button. The mouse pointer will jump to the center of the
playing area, and change to an open hand, palm down; if you
try to move it past an edge or corner of that area, then the
map will scroll in that direction. This is called SCROLL
MODE; use this to see other areas of the map, then RIGHT-
CLICK the mouse again to return to normal. You can adjust
the speed at which the screen scrolls (see GAME OPTIONS,
below).
CREATING AND PLACING ARMIES
To create an army, you need to have resources to pay for it,
and you need to select the type of army to create. Both of
these things are handled by the LOGISTICS SCREEN; the
LOGISTICS icon, which looks like a gold balance-type scale,
calls up this screen.
The chart at the top of the screen tells you how many
resource points you received this turn, and how they were
spent. At the start of your turn, you get one point for
every SMALL territory, two for every MEDIUM territory and
three for every LARGE territory; the total of those points
is listed under RESOURCES IN. Points are then deducted to
pay for moving armies (and for intelligence, which is
explained later); the left over points are listed under
TOTAL STORED RESOURCES, which also includes any leftover
points from previous turns. These are the points you use to
build armies.
The six icons at the bottom of the screen represent six ARMY
TYPES; the number under one of these icons is highlighted.
Whenever you build an army in a territory, the army built is
the one highlighted here. Each army type has a default
structure that makes it best suited to a particular purpose:
Type 1: small offensive army
Type 2: small defensive army
Type 3: medium offensive army
Type 4: medium defensive army
Type 5: large offensive army
Type 6: large defensive army
Armies can contain up to ten kinds of FIGHTING UNITS:
infantry, mobile infantry, air-mobile infantry, light and
heavy armor (tanks), light and heavy artillery, air defense,
combat aircraft and strike aircraft. Each unit has
different strengths and weaknesses when pitted against each
unit type; so the structure of your army will have as much
effect in a conflict as its size. For example, an air-
defense unit is only good at attacking aircraft, and has no
defenses when attacked by infantry.
If you want, you can just use the six default structures;
simply click on the number BELOW an army type's button to
highlight it. Otherwise, you can change the structure of an
army by clicking on its button; this displays a new screen
showing how many of each type of fighting unit is in the
army structure. Use the arrow buttons beside each unit type
to create the structure you want, then press the RIGHT mouse
button to exit the screen. You can only have up to 75 units
in an army.
The total cost of an army type is shown by the number below
its button. You need to have at least that many resource
points in storage to build one army of that type.
To create an army, click the RIGHT mouse button to return to
the main screen, and make sure you are looking at the
TERRITORY MAP (not the world map). Click on the PLACE ARMY
icon on the right side of the screen (it looks like a hand
holding a bullet) and the mouse pointer will change to a
hand holding a bullet; you will also enter SCROLL MODE, so
that you can look for a location anywhere on the map. Move
the mouse pointer so that the SPACE BETWEEN ITS TOP FINGER
AND THE TIP OF THE BULLET is over the center of the
territory in which you want to place your new army; then
press the LEFT mouse button. The army will appear on the
map, by the city, and the mouse pointer will return to
normal (non-scroll) mode. You can place pretty much as many
armies as you wish to in this way, so long as you have
enough resources to pay for them.
MOVING ARMIES
You conquer territories by moving your armies into them. To
do so, select the MOVE ARMY icon; it looks like a hand about
to pick something up, and is to the left of the PLACE ARMY
icon. The mouse pointer changes into an open hand which you
use to "grab" one of your armies. As before, you will
automatically enter SCROLL MODE so that you can look for one
of your armies anywhere on the map. Find the army that you
want, and put the pointer so that the SPACE BETWEEN ITS TOP
FINGER AND THUMB is over the army; then press the LEFT mouse
button. You will see your mouse cursor with the army in its
grip! You are still in scroll mode, and now you can move the
army to your desired new location, simply by dropping (left-
clicking) it in the middle of the new territory. You can
only move an army into a territory that is adjacent to its
original location.
Armies can "hop" across small bodies of water; one such
location on the map is the channel separating England from
Northern France. Use the info-panel for a territory to find
out which seas and lakes can be crossed. You can also move
from some territories to others across larger bodies of
water, using approved sea lanes which go from one territory
to another (these territories are then considered to be
adjacent). Sea lanes are shown on the map by a series of
light blue circles in the water, joining the two
territories.
If you decide to cancel a movement, simply press the RIGHT
mouse button (while still holding the army) and your army
will reappear in the territory in which you picked it up.
It costs one LAND MOVEMENT unit to move an army into an
adjacent territory by land (or over a small body of water),
and it takes one FLEET to cross a sea lane. A fleet will
move its army at a rate of two sea-circles per month (one
game turn per month, remember). If you cannot pay these
costs, a warning message will appear on the screen and the
move will not occur. Assuming that your land movement was
successful (or your sea-going army reaches its destination),
one of the following effects may occur:
IF THE TERRITORY YOU MOVED INTO WAS UNOCCUPIED, then you
will capture it. It will change to your color, and you
start collecting its resources next turn.
IF THE TERRITORY YOU MOVED INTO WAS OCCUPIED BY ONE OF YOUR
ARMIES, then you will be asked if you want to COMBINE the
two armies; if you answer "no," then you will be given a
chance to choose another territory. (Experienced users can
turn these confirmation requests OFF using the OPTIONS icon
-- explained later.)
IF THE TERRITORY YOU MOVED INTO WAS OCCUPIED BY AN ENEMY
ARMY, then the two of them will enter a conflict (see
below).
IF THE TERRITORY YOU TRIED TO MOVE INTO WAS IN REVOLT OR IN
CONFLICT, then you will not be allowed to move into it and a
warning message will appear.
If you want to move more armies in a turn than you are
currently able to, go back to the LOGISTICS SCREEN and
increase the resources spent on transport (land movement) or
fleet (sea movement), using the arrow buttons. Transport
points are converted into land movement units at a variable
rate; while five fleet points gets you your first fleet, and
every three fleet points after that generates another one.
The land movement units and fleets you currently have
available are listed below the chart. Changing the resource
point allocation will affect your transport ability over the
next couple of turns.
HOW CONFLICTS ARE RESOLVED
When you move one of your armies into an occupied enemy
territory, or when the enemy moves an army into one of your
occupied territories, a CONFLICT will begin. The two armies
will fight for control of the territory until one is
destroyed. The winner gets control of the territory, but
will usually lose some of his units in the process.
A conflict resolution will begin in the attacking player's
first turn after he invades. When it is over, the winner is
declared in the message bar, and the territory in conflict
changes to the victor's color. The surviving army is free
to move once the conflict is over.
Conflicts are calculated by pitting the individual units in
each army against each other. The factors involved in these
calculations (aside from random chance) are: the CHANCE OF
SUCCESS for each unit type; how quickly each piece can make
its FIRST ATTACK; and the MORALE and OBSOLESCENCE ratings
for each army. These factors are explained below.
Each unit has not one CHANCE OF SUCCESS rating, but ten --
one for each of the ten unit types. These represent a
unit's accuracy when aiming at each kind of target, AND his
ability to pierce whatever defenses that target has.
EXAMPLES: A Light Armor piece has an AVERAGE chance of
success when attacking a Light Armor unit, but a HIGH chance
when attacking a less-armored Light Artillery unit.
Meanwhile, an Infantry unit has a LOW chance of success when
attacking that Light Armor unit (since it has weaker
weapons), and a HIGH chance when attacking that Light
Artillery piece.
Equally important is how quickly a piece can make its FIRST
ATTACK; if a unit cannot attack its target right away, it
may get destroyed before it has a chance. There are also
ten of these ratings for each unit -- one for each type of
target. For each month during a conflict, a round of
attacks are calculated; the "first attack" rating marks the
first round in which a unit can make its attack. EXAMPLES:
A Light Armor unit can attack another Light Armor unit in
round ONE, and can attack a Light Artillery unit in round
TWO. Meanwhile, an Infantry unit cannot attack either of
those units until round THREE.
Those two factors are the most important ones in resolving a
conflict, but there are more. Each army has a MORALE rating
that affects how well its units fight; it goes up when an
army wins a conflict (proud fighters are good fighters), and
drops when an army loses.
Also, each has an OBSOLESCENCE rating that starts at zero
percent when it is built, and increases by one percent for
every month afterwards. This rating doesn't just measure
obsolescence, but a combination of obsolescence and
EXPERIENCE. For about two years, this rating represents
increasing experience and ability; as it approaches twenty-
five percent, the army's skills are IMPROVING. From then
on, the percentage represents a gradual DECLINE in ability
as the army's equipment becomes obsolete. An army is
disbanded when its obsolescence reaches 100 percent.
The best strategy when starting conflicts is to find out
what units are in an enemy army, and then attack it with the
best army structure to beat it. To learn about an enemy
army, SELECT it on the territory map so its info-panel
appears; however, your INTELLIGENCE on each enemy --
explained later -- affects how much this will tell you.
WATCHING CONFLICTS
Conflicts can take anywhere from one to several months to
resolve, depending on the sizes of the armies involved.
This limits how fast you can conquer the world, since you
can't move across territories that are in conflict.
However, it also allows you to watch a conflict unfold, and
even order a retreat if it isn't going well.
If you want to watch conflicts as they are fought, you need
to access the Military Report; the MILITARY icon, marked
with three yellow stars, calls up this screen. The top half
of the screen displays an overall summary of your military
forces. The bottom half of the screen displays reports on
any conflicts that you currently are involved in; use the
ARROW BUTTONS to cycle through them. If you want to WATCH
or CONCEAL a particular battle, toggle the "Watch?" button
below the report appropriately. Use the "Watch New
Conflicts?" button above the report to choose whether future
conflicts are watched or concealed.
(NOTE: A concealed conflict still takes months to complete,
but you are only told when it ends (i.e. who wins or loses)
via the main screen's message bar.)
When you opt to watch a conflict, you receive a CONFLICT
REPORT on it every month. The report starts by displaying
the two armies, and the territory over which they are
fighting; CLICK the mouse the continue. A new panel then
appears, showing the STRUCTURES of the two armies and a
message bar at the bottom of the panel. The message bar
lists the current month, the current round of the conflict,
how many attacks each side gets this month (determined by
the size of each army), then lists how each attack is
resolved. In an attack, one unit chooses an opponent and
attempts to engage it, which has one of three results:
CANNOT REACH the enemy (when waiting for its first turn to
attack), UNSUCCESSFUL in attacking it, and DESTROYED or
captured it. Units are destroyed outright, not damaged.
A horizontal bar-graph shows the GAINED GROUND for both
sides; the side whose color fills more of the graph has
gained more ground. Each side gains a little ground when
they attack, and a larger amount when they destroy an enemy
unit. A conflict ends when one side gains sufficient ground
to eliminate the enemy's color from the graph, or when they
have destroyed every enemy unit.
(NOTE: By gaining ground, a smaller, more mobile force is
capable of defeating a larger, more cumbersome one. If your
"Goliaths" are beaten by the enemy's "Davids," this is
probably the reason why.)
There is a pause between each attack of the conflict; if you
want to speed through the remaining attacks, click the RIGHT
button. If you want to CONCEAL the conflict in future
months, press the small gray button. When the attacks are
finished, click the RIGHT mouse button to exit the panel.
(NOTE: If a conflict is going poorly, you can order a
RETREAT by moving the army into one of your adjacent,
unoccupied territories. However, this makes the army's
morale DROP.)
SATELLITE BATTLES
As an option, you can turn one of your conflicts into a
satellite battle; this is a tactical simulation of combat
where you each unit of your army is individually controlled.
In the full game, you will be able to give orders to each
unit; in this demo, you can only watch the computer run the
battle.
There are two ways to start a satellite battle. The first
is to press the MILITARY icon to access the Military Report
screen, then use the arrow buttons to display the conflict
that you want to change, and then press the BATTLE button at
the bottom of the report. The second is to press the large,
terrain-covered icon that appears on the Conflict Report
panel (see above). In either case, the computer immediately
makes a SATELLITE MAP on which the battle will occur, and
places units at opposite ends.
NOTE: You can only fight ONE satellite battle at a time,
and you cannot resume other aspects of the game until that
battle is resolved.
Battles are fought differently than conflicts. In a battle,
the attacker's goal is to destroy the enemy's COMMAND
HEADQUARTERS before he runs out of supplies or loses all of
his units. The defender's goal is to defend his
headquarters from attack until the enemy runs out of
supplies or units, while attacking the enemy's supply bases
to SHORTEN the battle. A CLOCK at the top of the screen
measures how long the attacker's supplies will last; if it
reaches zero, he has run out and the defender has saved the
territory. Destroying one of the attacker's supply bases
deducts time from that clock, giving him less time to fight.
You get to the satellite map by pressing the SATELLITE icon
on the Icon Bar. The map can be scrolled in the same way as
the Territory Map, by right-clicking the mouse and moving
the pointer to the edges of the Playing Area. On this map,
you can see every unit and installation on the map;
installations include command H.Q.'s, supply bases and
airfields. There are several types of terrain on the
satellite map; they affect how land-based units move
(naturally, aircraft are not affected). Your units are
intelligent enough to avoid obstacles, but they are most
effective when you steer them onto smoother terrain.
Each unit and installation has its own IDENTITY MARKER,
which is a small marker made up of three colored bars (the
color of a unit's marker shows who owns it). The first time
a unit or structure is attacked, this marker starts
flashing, and the center bar gets shorter to signal damage.
Additional attacks make the bar shorter and shorter; when it
disappears, the outer bars begin to shrink. When the color
is drained from all three bars, that unit or structure is
destroyed and removed from the map.
Beyond following orders, your units have intelligence of
their own and will respond to immediate emergencies in their
vicinity; for example, nearby units will automatically
defend their Command H.Q. when it is attacked.
Fighting on the battlefield is shown in two ways. Units
fighting against other units or attacking installations are
marked with a BLACK-AND-YELLOW square; you cannot give new
orders to units while they are fighting. Also, GRAY SHELLS
are fired by artillery, and land on their targets;
successful hits are indicated with explosions, while shells
that miss or are out of range just disappear. (Your air-
defense units fire striped anti-aircraft missiles that work
in the same way.)
Combat between units is calculated similarly to the way
conflicts are calculated, but with two exceptions. The
first is that the delay before a unit can attack (i.e. the
"first turn" that it can attack) is no longer set in
advance; it is now determined by how quickly you move your
units into striking distance. The second is that DAMAGE is
now calculated for each unit, instead of their being
immediately destroyed. A DAMAGED UNIT IS LESS CAPABLE OF
FIGHTING AND DEFENDING ITSELF. Attacks on installations are
calculated using the same system.
Most units inflict the same level of damage for each
successful attack, with the following exceptions:
1) When an aircraft attacks another aircraft, the result is
immediate; either one unit is destroyed or the other.
2) When an air strike successfully hits an installation, it
can do up to FOUR times normal damage.
Here are some additional rules of battles that you should
know:
1) If an aircraft's airfield is destroyed in a battle, all
planes based at that airfield are destroyed immediately.
2) In a satellite battle, AIR MOBILE INFANTRY lets you move
infantry units quickly onto the front line. They can be
moved ONCE as helicopters; once they reach their final
destination, they turn into regular Infantry units. They do
not attack while they are helicopters.
3) An Artillery unit's chance of success is affected by the
distance to its target.
REVOLUTIONS
Each territory has a potential to revolt against the tyranny
of its current master; this is measured as a percentage and
is called UNREST. If this rating gets high enough and there
is no army in the territory, then it will erupt into
revolution. If the rating is high but there is an army in
the territory, units will start deserting the army; when
they are all gone, you will get an "Army deserts" message
and then a revolution may occur. Revolutions and unrest
calculations are given their own turn in the game, which
takes place at the end of each month.
A territory in revolt will turn PURPLE, and will "kick out"
the current owner. The territory will remain in revolt for
a random amount of time, after which it will become NEUTRAL
(and its terrain will turn BROWN).
A revolution has the potential to SPREAD into neighboring
territories; if those territories' unrest ratings are high,
this chance is much greater. This will also cause armies to
desert in adjacent territories, as a precursor to
revolution. A revolution weakens as it spreads, so that it
can only spread so far before it dies out.
Unrest decreases naturally over time, but is increased when
a country is invaded. If a territory is occupied, its
chances of revolting are lower, but its unrest rating
decreases at a lower rate. If a territory is next to
another territory in revolt, then its chances of revolting
are HIGHER.
If a revolution occurs next to one of your territories, make
sure that your territory is occupied (to help keep the
revolution from spreading your way). Use the features
explained below to keep track of current unrest levels and
potential "trouble spots."
First, you can display levels of unrest in each player's
territories by displaying the world map and pressing the
UNREST icon; this is the icon that looks like a fist. On
the map, RED marks unrest in your territories; the brighter
the shade, the GREATER the unrest. DARK GREEN marks neutral
territories, and territories with zero unrest. PURPLE marks
territories that are currently in revolt. Enemy territories
are marked using one of three levels of color-coding,
depending on the INTELLIGENCE you have gathered on each
enemy leader; this is explained in the INTELLIGENCE
GATHERING section below.
Secondly, you can use the INFO-PANEL to see a territory's
current unrest rating. When an info-panel is displayed,
press the icon marked with a SPY and the unrest rating for
the selected territory will appear. This also changes the
mini-map to display color-codes for CONFLICT and UNREST; use
the map icon to switch between them. Pressing the SPY
button returns the mini-map to normal and re-displays the
territory list.
Finally, the RECORDS TABLE at the bottom of the HISTORY
SCREEN also displays how many revolutions each player has
suffered.
DIPLOMACY
Diplomacy is used to create two types of treaties:
1) ALLIANCES are treaties where two leaders agree to not
attack each other.
2) PACTS are treaties where two leaders agree to not attack
each other AND to both attack a chosen enemy.
You access these features through the DIPLOMACY SCREEN. To
get to this screen, press the DIPLOMACY icon on the Icon
Bar; it looks like two hands in a handshake. The bottom
half of this screen displays a TREATY REPORT for your
government. It displays each player's level of TRUST in
you, and whether you currently have any treaties with them.
Two of the buttons at the top of the screen allow you to
offer an ALLIANCE or PACT to an enemy. When you select one
of these tasks, panels will then appear so that you can
choose WHICH LEADERS should be involved and the HOW LONG the
treaty should last.
Here are some things to consider about treaties:
1) You can only have one treaty with each player at any one
time.
2) You can only attempt one treaty with each player per
turn.
3) It is also possible that one of your enemies will offer
YOU a treaty, via a message panel; it is up to you to accept
or reject it.
4) A treaty are considered broken if one of the allied
players attacks the other's territories while the treaty is
in force.
5) If a computer-controlled leader feels that his ally isn't
attacking the target of a PACT as much as he does, then he
might complain and declare the treaty broken.
6) Remember that computer-controlled players have different
personalities, which control when they decide to offer,
accept, reject, follow and break treaties. Some leaders
will go back on their words more often than others.
INTELLIGENCE GATHERING
Information about other players is not simply given to you;
you have to invest resources into finding it. This is the
job of your intelligence operation, which has two functions:
to GATHER INTELLIGENCE, and to create SPECIAL FORCES teams
(which are explained separately).
The first step in creating an intelligence operation is to
provide it with RESOURCES. Go back to the LOGISTICS SCREEN
(by pressing the LOGISTICS icon) and increase the resources
spent on INTELLIGENCE; it is the third allowance listed at
the top of the screen. The more resources you devote to it,
the larger your intelligence bureau will become.
Once resources are devoted to intelligence, you control how
they are spent through the INTELLIGENCE REPORT SCREEN; to
access it press the INTELLIGENCE button, which looks like a
spy reading a newspaper. The top four buttons on the top
half of the screen activate intelligence-gathering sections
for each enemy (if you have four enemies). Your resources
are evenly divided between whichever sections have buttons
that are depressed; selecting several sections spreads your
resources thinly, reducing the amount of intelligence each
section can gather. Sections will expand slowly over time,
as more information is uncovered, and will slowly shrink
when resources are taken away.
Each section has a percentage rating that measures how
COMPLETE your intelligence is for that enemy. This
completeness rating determines what kinds of information you
can access on a particular enemy, affecting the following
areas of the game:
INFO-PANEL (TERRITORIES) -- Depending on the completeness
rating for a leader, the unrest ratings for his territories
(as shown on the info-panel) will be at one of four levels
of detail.
INFO-PANEL (ARMIES) -- Depending on the completeness rating
for a leader, the info-panel for an one of his armies will
show different amounts of information.
WORLD MAP -- Depending on the completeness rating for a
leader, the color-codes used on the world map to display his
territories' UNREST ratings will show one of three levels of
detail:
COMPLETENESS UNREST COLOR-CODING
0% dark green = unknown
1-39% dark green = none, light blue = some
40-100% dark green = none, green = low,
bright green = high
MESSAGE BAR -- If you have 30% intelligence or more gathered
on a leader, the message bar will display a message whenever
he deploys SPECIAL FORCES in a territory. (See below for
details.)
LEADER REPORT -- The bottom of the INTELLIGENCE REPORT
screen displays a profile for one of your enemies; press the
ARROW BUTTONS to select reports for other leaders. Use this
report to determine what an enemy is capable of doing in the
near-future, and what he is likely to do. As the
completeness rating for a leader grows, these items are
added to this report:
The second line of the Leader Report lets you learn about
each computer player's current emotional state. The
leader's STABILITY is shown on the left; each computer
player can be driven into madness, and this rating shows how
close he is to it. There are three stability ratings:
STABLE (low chance of madness), UNSTABLE (high chance of
madness) and DERANGED (actually mad).
The leader's MOOD is shown on the right; this affects the
approach he will take to the game. There are two basic
moods that stable players may be in:
AGGRESSIVE -- Spend more resources on armies, use them
aggressively; devote fewer resources to intelligence.
DEFENSIVE -- Do not initiate battles, instead stockpile
armies and seize neutral territories; devote more to
intelligence, and raise unrest in adjacent enemy
territories.
In certain situations, the players may temporarily shift
into one of three special moods:
EXPANSIONIST -- If a leader there are many neutral
territories in the world, he will try to grab them as
quickly as possible.
DESPERATE -- If a leader is very weak, he will stockpile his
resources, and concentrate on simply staying alive until he
can "break out" into surrounding territories.
VENGEFUL -- If a leader is constantly attacked by an enemy,
he may declare revenge, and focus his efforts on attacking
whomever attacked him the most in recent times.
The third line of the Leader Report lists a leader's CHANCE
OF MADNESS; this is a percentage that measures his
stability. If a leader is attacked very little over time,
this percentage may go down. If a leader is attacked a lot
over time, this percentage will go up. If it reaches 100
percent, the leader becomes DERANGED and enters one of three
deranged states:
MADNESS -- The leader is "gaga" -- he is incapable of doing
anything.
PARANOID -- The leader becomes ultra-defensive, buying lots
of intelligence and using lots of special forces; he offers
lots of treaties, but seldom accepts any from his enemies.
FANATICAL -- The leader becomes ultra-offensive, buying lots
of armies and attacking a specific enemy; the target of his
attacks can be one chosen for revenge, or just a recent
attacker, or even a completely random player.
The chance of madness can actually go above 100 percent; the
higher it goes above 100, the longer the resulting madness
will last. When a leader is deranged, his chance of madness
is displayed as zero percent (since he's already gone "off
the edge").
The starting stability and mood of each computer leader, and
the chances that they will shift into particular moods and
states during the game, are determined by their
PERSONALITIES; therefore each leader will react somewhat
differently to identical situations.
SPECIAL FORCES
The second function of your intelligence operation is to
assemble covert intelligence teams called SPECIAL FORCES;
these units can be deployed anywhere around the world,
allowing you to attack your enemies from within.
To create some special forces, return to the top half of the
INTELLIGENCE REPORT screen and select the bottom button
(below the four section buttons). When the button is
depressed, special forces will get an even share of your
intelligence resources, just like your intelligence-
gathering sections. The number listed here shows the number
of special forces units you currently have available; this
number will increase and decrease (within a couple of turns)
as the resources devoted to special forces change. Each
covert activity that you attempt requires a certain number
of these units; they are deducted from your available units
when the activity is attempted, and reappear a month or two
later. You can have up to TWENTY special forces units,
total. You must have at least one percent of information
gathered on an enemy before you can use special forces
against him.
One of the two uses of special forces is to either RAISE or
LOWER the UNREST ratings in individual territories; however,
this has been disabled in the demo. The second use for your
special forces is to destabilize enemy leaders -- to
increase a computer player's chance of madness, hopefully to
put him into a deranged state.
To destabilize an enemy, return to the DIPLOMACY SCREEN;
select the option below the two treaty buttons, and then
choose a leader to destabilize from the panel that appears.
It takes five special forces units to destabilize a leader.
The chance of successfully destabilizing a leader is based
solely on how much intelligence you have gathered on him; if
your intelligence is 50 percent complete, then you have a 50
percent chance of success. A successful destabilization
will raise the leader's chance of madness by FIFTEEN
percent; if it goes over 99 percent, he will become
deranged.
VIEWING YOUR EMPIRE
As the game progresses, there are two methods that you can
use to study how the war is going:
First, the HISTORY SCREEN provides a record of the course of
the war; to display it press the HISTORY icon, which looks
like a book. The top half of the screen contains a
TERRITORY GRAPH, which shows how many territories each
leader has controlled from month to month; you can use the
arrow buttons to change its scale both vertically and
horizontally. The bottom half of the screen is a RECORDS
TABLE which shows how many conflicts each player has won and
lost, how many times each enemy has attacked your
territories, and how many times you have attacked theirs.
Second, when the world map is displayed you can press the
CONFLICT icon (which looks like a tank) to show how many
times each territory has been attacked, captured and/or
occupied since the beginning of the war. The map is color-
coded as follows: DARK GREEN territories have not been
touched by conflict; BLUE-GREEN territories have a past
history of conflict (the BRIGHTER the color, the more times
it has been invaded); and ORANGE territories are currently
in conflict.
ENDING YOUR TURN AND COMPLETING THE GAME
The game proceeds in turns, where each player gets one turn
per month; you can place and move armies only during your
turn. When you have built and moved all the armies you want
for a turn, press the END TURN icon to pass control to the
next player; this icon looks like a small "thinking" man.
During other players' turns, the message bar will display
where they build and move armies, and how any conflicts you
have with them are resolved. Also, the world map and
territory map will change in real-time as they make their
moves. You can press the PAUSE icon, just to the right of
the End Turn icon, to pause the game while an enemy is
moving. If you have trouble following the enemy's actions,
you can slow them down (see GAME OPTIONS, below).
This demo finishes when either a) two game years go by, b)
you succeed in capturing one third of the world (as measured
by resourced produced per month), or c) you lose all your
territories and armies. (The complete game continues until
you WIN (by eliminating all other players) or LOSE (by
losing all your territories and armies).)
If you are looking for occasional guidance while you play,
you can ask for ADVICE via the OPTIONS icon (see below).
Good luck!
GAME OPTIONS
All game options are handled through one icon; this is the
OPTIONS icon, which is marked with the letter "I." Pressing
this icon displays new icons, which do the following tasks
(loading and saving are disabled):
SNAIL -- Adjust game speed and scroll speed settings
"EXIT" SIGN -- Exit to DOS
"I" ICON -- Change configuration settings
The GAME SPEED setting controls how fast your enemy's moves
are displayed, and how fast satellite battles move. The
SCROLL SPEED setting controls how fast you can scroll over
game maps.
The "I" ICON on this panel displays another panel with
additional options:
A) CONFIRMATIONS -- Controls whether the computer asks you
to confirm irreversible actions; this should only be turned
off by experienced players.
B) SOUND EFFECTS -- Toggles sound effects on and off.
C) TUNES -- Toggles music on and off.
D) ANIMATIONS -- Toggles animated panels on and off; turning
this off will make the game faster on slow machines.
E) ADVICE -- Displays a panel with helpful hints for winning
the game.
WHAT'S MISSING?
In the complete version of GLOBAL DOMINATION, you will be
able to play a game to completion (naturally); however,
these additional features are also included:
1) Difficulty Adjustment -- You will be able to adjust
Difficulty Levels, Complexity Settings and Revolution
Frequency in any combination, to create exactly the type of
game you like to play.
2) Multiple Human Players -- Up to five players can play at
once, from the same machine.
3) Modem Play and Null-Modem Play -- Two players can play on
separate machines, linked by a modem or direct serial
connection.
4) World Generator -- You will be able to generate and endless
variety of world maps, and save them for repeated use.
5) Special Forces -- You will be able to deploy special forces
units in ANY territory to raise and lower unrest.
6) Tactical Commands in Satellite Battles -- You will be able
to give orders to each unit in a satellite battle, for
movement, artillery barrages, and group organization.
7) Full-Screen Victory and Defeat Animations
8) Animated Introduction
9) Digitized Sound Effects Throughout the Game
10) Save and Load Game Commands.
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Global Domination will be released in early October, 1993 by
Impressions Software.