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Aminet 2
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Aminet AMIGA CDROM (1994)(Walnut Creek)[Feb 1994][W.O. 44790-1].iso
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Aminet
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NW14.lha
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instructions.txt
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Wrap
Text File
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1992-08-11
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14KB
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283 lines
Introduction:
This is a game for 2-14 players. There will
always be 14 players in any game, the computer will
play turns for unused major countries allowing new
players to join in after the game starts.
When a game starts, the computer will be assigned
to all countries and all data will be initialize to:
Pop. Cash Industry Missiles Antimissles
Major Country 200 100 9 10 10
Minor Country 5 0 1 5 5
The computer will control production in the minor
countries and all majors that do not have human
players assigned to them. Humans may join at anytime
and will be assigned a country randomly from the
remaining computer controlled major countries. You
may only play one major country per game and once
destroyed cannot come in again. It is possible that you
could be assigned a country that is nearly dead if a war
has already started. Sorry, but the computer did the
best it could!
This is a game of diplomacy and skill. If you
can get the other countries to fight with each other,
you might just survive World War III intact! Of
course, the reason it is called "World War" is that
the whole world will probably get drawn into the
fight!
You have many options available to you during a
turn. You may build, sell or give away your
resources. You also may spy on other countries,
declare war and order attacks(you have to formally
declare war first!). The computer players will
probably not declare war, but then you never know!
One thing for sure is that if someone attacks a
computer player, it will retaliate to the best of it's
ability! Minor countries take their orders from the
Major country that has been the most generous to
them. Minor countries do not attack on their own,
even if fired upon by another country. Each turn you
can give industry, cash, missiles, and antimissles to
the minor countries hoping that they like your
contributions enough to follow your orders. Minor
countries only fire during the maintenance the next
day, so who ever gives the most will have their orders
listened too! Each day when maintenance is ran, the
minor countries will figure out who is the most liked
Major country and follow the orders of that country
for the day. You may invest in a country and have the
highest influence, but if it was not the highest at
the start of the day, you will not have control. You
can find out how well liked you are in a minor by
sending a spy to the country. You can find out about
any country by sending a spy. Spy results will occur
whenever you ask the spy. However, it takes a day for
you spy to arrive in the country so if you give the
spy orders to move, he will not report in again until
maintenance is run. Maintenance will always occur
when the first player of the day attempts to take
their turn. You get one turn per day, unless the
sysop wishes to reset the maintenance data with a
special sysop command. The sysop can play as a
regular player.
Your Turn:
You may access the game any number of times in
the day. Each time you play, you may read messages(if
any), send messages, buy, sell, give stuff away, and
if you have production points, build things. If war
is declared, you may fire missles(or order your minors
to fire) as many times as you want(until you are out
of missles!).
Messages will be automatically address with the
sender's country, no anonomous messages. You may lie,
cheat, steal, or say anything in the messages. It is
frowned upon to use profanity, but each message is
private so use your own judgement.
Note: Nothing is encrypted, and a Sysop can
change, set, and list any countries information. If a
Sysop is honest, they will not use this to "cheat" in
the game. This also means a Sysop can read any
messages.
One thing you want to keep track of is the "World
News tonight". You want to pay close attention to
this, alot of information will be included each day.
This is a regular new broadcast that all players will
see. This will tell you who fired at who(including
yourself), who was killed, ect. This may also include
propoganda generated by the players. Never believe
everything you read in the news! While the computer
is honest, you never know about those leaders....
Next is your production and investments. You
will be able to designate what your industry produces,
what is sold, and what is given away to influence
minor countries. You also can recieve your spy
reports and reassign spies to new countries at this
time. If you miss your turn or do not use all of your
production capabilities, the computer will save your
production for up to three days worth. After that,
the excess production will automatically be used to
creating consumer good which will add cash to your
treasury. This is the only way other than to sell
industry for you to get more cash. When you sell
industry, the minor countries will bid to determine
the price. It could be small, it could be large! It
is totally based on supply and demand. If alot of
people sell industry, the price will drop, if only a
few, then it could be high!
The last area of your turn is declaring war,
and/or firing missles at some country. You may fire
at any country and will see the results on your next
turn. You must declare war prior to firing. When you
declare war, a message will appear in the "World News
tonight". When any country fires missles, a "launch
detected" message will be issued in the new. It
should be noted that if a minor fires at you, it was
done so under the orders of the country in control
YESTERDAY! That could be a totally different country
than today! If you fire missiles at a minor country,
it will become very upset with you and you lose all
your influence.
Declaring war must be at someone(Major Country),
it does not have to be a "human" controled country...
You must fire at least one missile towards the
country.
The different options are controlled by menu
options. You may mix your actions in any order. Some
actions will not occur until Maintenance is run the
next day. Turns are usually one per day. Missing a
turn may not kill you, but if war is declared, you may
find that the missles will...
Commands:
All commands are invoked from the main menu. The
main menu looks like:
Nuclear Warfare Version x.y Status: <peace/war >
Country: <name> Cash: nnnnn Population: nnnnn Production: nnnnn
Ind: nnn Missiles: nnn AntiMissles: nnn
Spies Assigned to: 1: <country> 2: <country> 3: <country>
1) - Build Industry 2) - Build Missles 3) - Build AntiMissiles
4) - Sell Industry 5) - Sell Production 6) - Send Spy report
7) - Give Industry 8) - Give Missles 9) - Give AntiMissiles
C) - Give Cash S) - Spy Status G) - Send Spy
N) - Read World News O) - Read Old News M) - Read Messages
W) - Declare War! F) - Fire Missles L) - Order Minor Fire
J) - Generate News K) - Send Messages P) - General Game Info
A) - Abdicate I) - Instructions Q) - Quit for now
Build/Sell/Give:
You may build with your production. One unit of
production builds one third Industry or one
Missile/AntiMissile. Unused production can produce
consumer goods which generates tax revenue(cash).
Selling Industry will also generate cash. Industry
sold will go to the Minor that buys the item. Minors
will buy with the cash they have. The price you get
is determined by what the Minors bid. You might get 1
million, you might get 100, you never know! You may
give things to either a Major or Minor country. The
Minors will appreciate your gifts to the extent that
they may follow your orders during war time(missle
fire orders). You may only build while you have
production units left. You may only sell/give items
you either have or build during the turn.
Spying: You may send up to 3 spies out each
turn. They will send you messages with information
each turn. Your spies will stay at the country you
assign them to. You may change where they located at
anytime during your turn. You will only get a report
from the three countries you have assigned spies to
when Maintenance is run. Your spies will give you
complete information about the country you have
assigned them too. You will have to ask for the Spy
Status report to find out what your Spies know... 3
Spies may not seem like alot, that is true. You might
want to trade information with other countries. A
well formed alliance can cover alot more countries. There
is an automatic command for sending your current spy
reports to other players. This is also useful to send
to yourself to keep track of what is going on where.
Messages:
You may send messages to any major country.
Computer Players will ignore messages sent to
them(purged each day). You may send messages to more
than one player at the same time. You may purge your
messages. If you are reading the current messages,
purging messages will cause them to become old
message(appended to the end). If purging old
messages, they will be deleted permanently.
Wartime:
During Wartime(after someone declares war), you
may fire your missles and order minors to fire
theirs. Only the minor where you have the highest
populatity index will listen to your orders. Missle
fire will be reported in the World News. Computer
Players can and will respond to being attacked. The
Computer Players like to get revenge for attacks. It
can be rather difficult to get a Computer Player to
stop firing at you. Sometimes, if you try to
establish peace by not firing they sometimes stop
their attacks. Minor Countries never fire unless
ordered to. During war time, you will be able to
order minors to fire for you. This is done by asking
for a launch of a number of missiles. The minors will
fire what they have up to that amount. You will be
told of what minors can and cannot fire for you. Also
each minor will generate a "Launch detected" news
item.
Note, since investments are not immediate, only
the Major with the highest index at maintenance time
will be in control of a minor. If majors and minor do
not fire for a turn, the Wartime status will start to
downgrade towards peace... It usually takes several
turns of no firing to obtain Peace. Computer Players
if fired upon, will fight to the death, but have been
known to prefer a peacetime environment. The Computer
does however like to get in the last strike. The Computer
will also use it's spies to determine who is it's enemy.
World News:
Don't believe everything you read in the news.
Some of the messages might just be lies issued by
player countries as propaganda. It is up to you to
determine what is the truth and what is lies(that is
what the spies are for!). You can issue your own
version of the truth in the form of propaganda.
Diplomacy:
Messages to other players, alliances, propaganda
are all part of the diplomacy needed to survive! One
country against the world will only suceed if all the
other countries fight it out with each other. The
best players sometimes win without firing a shot...
Victory Conditions:
The winner is the one surviving player after all
other players are eliminated. Computer Players must
be eliminated for a human player to win. The last player
alive(it may be the computer...) will be declared the
"ruler of the rubble" and placed in the "hall of flames".
At that point, decontamination occurs and the game be
restarted....
Maintenance Operation overview:
If War time:
Major Missle Hits occur
Reports to News as they occur)
Minors recieve orders and fire.
if no missle fire, downgrade war status
endif
Production not used generates cash
Minors purchase prices determined.
Minor purchases determined
Gifts received, popularity indeces updated
Spies arrive at new destinations...
Spies deliver info.
New Production points allocated.
Computer Player Plays turn.