home *** CD-ROM | disk | FTP | other *** search
-
- --------------
- Perihelion 2.0
- --------------
-
- Created by Craig Dorrell
-
- Written in Modula-2, Compiled with M2Sprint
-
- Designed to operate online using "BBX",
- a bulletin board system written by Steve Tibbett
-
- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-
- NOTE: This text contains only introductory documentation. The complete
- game instructions are available as an archive for downloading under the name
- PERIDOX2.LHA.
-
- Introduction:
- ~~~~~~~~~~~~~
- Perihelion is a strategic space combat simulator. Your objective is to
- bring the entire galaxy under your rule through military and economic
- domination. Troops loyal to your cause must bring hostile planets under
- your control, while massive basestars defend your territory. Successful
- players will amass fleets of warships and support ships as personal escorts
- or to perform independent missions - defending your territory or invading
- that of hostile alliances.
-
- You are responsible both for the piloting and immediate control of your
- own ship, and for giving orders to the planets, basestars, and ships of your
- alliance. While these will automatically repair themselves, choose targets,
- or withdraw from combat, they will defer to you if they are sufficiently
- loyal.
-
- Getting Started:
- ~~~~~~~~~~~~~~~~
- Upon entering the galaxy, you will be given a weak ship with limited
- power reserves, weapons, and shield capacity. One of your first objectives
- should be to locate a merchant base operated by the Galactic Merchantile
- Alliance (GMA).
-
- The GMA always operates a merchant base in the cease-fire zone at the
- center of the galaxy, and several others dispersed randomly. At the start
- of the game you will also find TERRAN and LOKHAR merchant bases, but these
- do not offer the same range of services as the GMA. Later in the game,
- alliances controlled by human players may also have constructed merchant
- bases.
-
- After (D)ocking with a GMA merchant base, you will be able to spend your
- personal credit to purchase a new ship and to enhance your existing systems.
- Upgrading to Range 5 sensors and adding hypercoils to increase your movement
- range are both advisable. Each of the available weapons has advantages and
- disadvantages - the best tend to be quite expensive, while the cheap weapons
- are generally less accurate and less damaging. It is also worth considering
- that projectile weapons require projectile restocking, but beam weapons
- require more power.
-
- Credit, in the form of Standard Monetary Units (SMUs), is required for
- these purchases. If your personal credit runs low, transfer credit from the
- alliance account (using the Credit transfer function in the (U)tility menu
- or while docked). Additional alliance credit can be obtained through a loan
- from the Joint Intergalactic Resource Development Association (JIRDA) using
- the appropriate command in the (U)tility menu.
-
- Reinforcing Your Territory:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Once your ship is sufficiently upgraded for the time being, it is wise to
- begin setting up defences for your territory and searching for nearby
- planets to conquer. The backbone of your defences will be basestars, which
- fire on any hostile targets which enter their range (and permit your ships
- to dock for repair and restocking, depending on the basestar class).
- Proximity jammers (which disrupt the targetting systems of hostile objects),
- Immobilizers (which hamper the mobility of enemy ships within their range),
- and Gravitic mines (which detonate when ANY vessel passes over them or
- emerges from hyperspace adjacent to them) are also very useful.
-
- All of these objects are deployed from your ship using the (L)aunch
- command. To build a basestar, for example, launch a BCU (basestar
- construction unit) at the coordinates where the basestar should be built.
- The creation of a class 1 basestar requires 10 turns, and will proceed while
- you move on to other tasks (it's a multitasking universe, after all :-).
- Launching additional BCUs at a basestar or basestar construction site will
- upgrade it to a higher class basestar, provided that a transport relay (also
- (L)aunchable) is present within 6 sectors. The transport relay provides
- access to the resources on your stockpile planet which are needed for
- basestar expansion.
-
- Going On The Offensive:
- ~~~~~~~~~~~~~~~~~~~~~~~
- When you decide to capture a planet that you have found, it is important
- to check that you have soldiers on board (check personal status (R)eport)
- and that you aren't making enemies that you cannot deal with. It is wise,
- for example, to leave the TERRAN and LOKHAR alliances alone until you have
- established yourself as a strong player. Ideally, you should look for a
- neutral planet, as these will be poorly defended and cannot summon warships
- to their defence. You may wish to (A)ttack the planet's orbital defences
- until they are destroyed, preventing the planet from firing on you while you
- move in to deploy troops. Alternatively, you can move in to deploy troops
- and move back out of planetary weapon range, thus avoiding the need to
- repair the planet's orbital defences once you have captured it. To properly
- assess the garrison defending the planet's surface, you must move into orbit
- (adjacent to the planet) and use your sensors. If the garrison is rated as
- larger than "Small-None" you may wish to find an easier target. Once you
- are satisfied that your troops can do their job, deploy them on the planet
- surface with the (B)oard command. They will immediately engage the garrison
- and you will receive turn-by-turn battle updates. To assist your troops you
- may wish to fire on the planet garrison from orbit. As the game progresses,
- planetary defence garrisons tend to be larger. Attacking 20,000+ troops
- with the 100-400 soldiers which your ship can carry becomes unpleasant,
- necessitating the use of Invasion Carriers - specialized support ships which
- can carry up to 10,000 soldiers each.
-
- Administrative Duties:
- ~~~~~~~~~~~~~~~~~~~~~~
- The Alliance (U)tilities menu contains a few options which you should
- begin adjusting almost immediately. Your (P)lanet development budget sets
- the number of resource units which will be used each day to increase the
- development level of the planets you control. Since development level
- determines the quality of the weapon the planet uses to defend itself and
- the number of resources, soldiers, ships, or manufactured goods (depending
- on planet Function) created by the planet, this is quite important. Try to
- keep the development budget high, but less than your stockpile - you need
- to have some resources left at the start of the day for basestar upgrading
- and weapon projectile synthesis.
-
- Also keep track of your (I)nter-alliance relations, so that you remember
- who your current allies and opponents are. You will also wish to set your
- default posture towards (N)eutrals. This setting determines what your
- forces will do when a new player (with whom you have NEUTRAL relations by
- default) enters your territory. To monitor your resource and credit
- expenditures during the previous day use the (F)inancial report command.
-
- Good Luck!
- ~~~~~~~~~~
- This should give you enough information to get started. Bear in mind
- that this document is not even close to being complete, however - unless you
- have the complete documentation available for reference, expect some big
- surprises :-). Don't be afraid to dive in and start looking around,
- however. Experimentation, combined with questioning of more-experienced
- players, is the best way to learn to play.
-
- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-