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- The Game of Celestial Caesars
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- Amiga Version 1.11 by Tony L Belding
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- INSTALLATION
-
- Put the game program wherever you like, be it floppy, hard drive, or
- whatever. You can run the game from CLI or Workbench.
-
-
- BACKGROUND
-
- For zillions of years the galaxy has been at peace, ruled by the
- all-powerful Empire. Suddenly, the Empire has collapsed for No
- Apparent Reason. Unfortunately, the Emperor had an official monopoly
- on all star-maps and navigational charts. The charts have all been
- destroyed by Vandals, in protest against the Great Proclamation of
- Fried Eggs (which, some suggest, may have triggered the empire's
- collapse; others say the Empire fell because the Emperor was nutty as
- a fruitcake...).
-
- You, as leader of your planet, must send ships to explore the
- galaxy, conquer other worlds, rebuild the Empire, and secure your own
- monopoly on star-maps and navigational charts.
-
- Of course, the other players will be trying to do the same!
-
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- GAME TURN SUMMARY
-
- Each player in turn moves his ships on the map screen. Commands are
- given in secret, so make sure your opponent isn't peeking over your
- shoulder. When all the players have given their orders, they gather
- to observe the movement and battle phase of the game, where combat
- takes place. After combat, the next round begins at the command phase
- again.
-
-
- STARTING A GAME
-
- When you select `New Game' from the main menu, a requestor appears
- with options for you to choose. The options selected here will remain
- in effect for the course of the game. They are:
-
- Play by file-mail? When this option is selected, the game is
- automatically saved after each player makes his move. Then you send
- the file on to the next player, by whatever means is convenient. The
- file will have an AmigaDOS filenote attached to remind you who is up
- next.
-
- Show enemy ships? When this is selected, hostile ships will appear
- on your map display in red. Otherwise they will not be visible. This
- option will give the earlier players a subtle advantage over later
-
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- ones, since they can see ships before they are moved into warp. For a
- completely fair game, leave this option off. It is mainly useful for
- beginners.
-
- Use hidden movement? When selected, the movement and battle report
- will show only ships arriving where there is combat. If it is not
- selected, the report will show all ship arrivals.
-
- Use planetary defense shields? This gives you the option of turning
- on shields to protect your planets. Unfortunately, your planets will
- not produce any ships when the shields are running. You must only use
- them where you strongly feel you will be attacked.
-
- Limit neutral planet ship production? When set, neutral planets
- will halt production after building 30 ships. Otherwise, they will
- keep building ships until the end of the game.
-
- Wrap around edges of map? Normally, there is no way for ships to
- cross the boundaries of the galaxy map. With this option they can do
- so, passing from one edge to the opposite. But this option also
- reduces ships' range to only two sectors per turn, down from the
- normal three.
-
- Allow planets to be destroyed? With this option, planets can take
- damage from battles fought over them. If the planet's industry or
- technology is reduced to zero, the planet will be utterly destroyed;
- only an asteroid field is left to mark its passing.
-
- How many players this game? The game can can support up to nine
- players. They can be any combination of human or computer controlled.
-
- How many turns will the game last? The minimum is five, the maximum
- 99. Fifteen or twenty turns generally make for a good game.
-
- After setting these options to your whim, you will be presented with
- several smaller requestors, one at a time. Each of these wants
- information for a single player. You must enter each player's name
- and select the `HUMAN' or `COMPUTER' gadget.
-
-
- SECURITY CHECKS
-
- When playing by file-mail, your map will be protected by a password.
- On the first turn the game will ask you for a four-character password.
- At the beginning of every turn from there on out, you will have to re-
- enter the password. This will prevent other players from loading in
- your battle map and examining it. Do not lose or forget your
- password! You can't continue the game without it.
-
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- ENTERING YOUR MOVE
-
- Each player in turn will be called to his command post. At this
- time the other players must turn away while you enter your orders.
-
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-
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- First you must select an origin sector. Simply click your mouse
- pointer on any sector controlled by you: any sector with a green icon.
- That sector will be highlighted in white. Now you must select a
- destination sector, which may or may not be one that you control. The
- destination will be highlighted in violet.
-
- If you have selected the very same sector as both origin and
- destination, the game will present you with a dialog box full of
- useful information about that sector. It will show the tech level,
- industry rating, and so forth (more on these things later). You can
- also use the gadgets to turn the sector's defensive shields on or off,
- if it has any.
-
- When you select two different sectors, the same dialog box will
- appear, but it will allow extra functions. The information it shows
- pertains to the origin sector only. You can still turn shields on or
- off, and now you can also send ships. Whatever value is in the number
- gadget when the box is closed is the number of ships that will be
- sent. You can type a value into the gadget directly, or use the two
- arrow gadgets to adjust it. The requestor will not send more ships
- than are available in the sector.
-
- Ships sent do not arrive immediately! They must go through warp.
- Whenever you send ships, the box will show an ETA number. This is how
- many turns the ships will take to reach their destination.
-
- After sending ships, the destination sector will remain highlighted,
- just as a reminder of what you did there. Attacks will be marked in
- red, fleet movements in yellow.
-
- Whenever you have moved as many ships as you wish (or all you've
- got), you should end your turn by selecting `End Turn' from the other
- menu.
-
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- LOADING AND SAVING GAMES
-
- The menu items are available to load or save games. If you are
- running the game under Workbench 2, an ASL file selector will appear
- for these functions. Otherwise the game will automatically use the
- name "CELEST.GAME" for all file operations. When you are playing in
- file-mail mode, the game will always save automatically at the end of
- your command turn.
-
-
- MOVEMENT & BATTLE
-
- After all the players have entered their moves, they are called
- together for the movement and battle report. When playing by file-
- mail, the report will appear for each player before he enters his
- move, showing the results of the previous turn.
-
- During this phase of the game, the fleets arrive at their
- destinations. As each one arrives, the location is shown and the
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-
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- results posted in the message area at the top of the screen. Sectors
- will be highlighted in different colors depending on the nature of the
- encounter:
-
- VIOLET - A single ship arrived, meeting no resistance. This will
- not appear if the `hidden movement' option is selected.
-
- ORANGE - A single ship arrived, meeting some resistance.
-
- YELLOW - A fleet arrived, meeting no resistance. This will not
- appear if `hidden movement' is selected.
-
- RED - A fleet arrived, meeting some resistance.
-
- GREEN - A fleet arrived to reinforce a friendly sector. This will
- not appear if `hidden movement' is selected.
-
-
- COMBAT RATING
-
- Ships are produced by planets, and the quality of the ships will
- naturally depend on the Technology Level (TL) of the planet. The
- effectiveness of a ship in combat is expressed as a Combat Rating
- (CR). Each point of TL on a planet is worth 10 percentage points of
- CR for ships produced there. Thus, a planet with a TL of 4 will
- produce ships that have a CR of 40%.
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- Whenever two fleets of ships are combined into one, the CR of the
- resulting fleet is a weighted average of the two values.
-
-
- THE NATURE OF COMBAT
-
- Whenever fleets engage in combat, certain rules determine the
- outcome. A battle is fought in rounds. During a round, each ship
- fires one shot. Each shot has a chance to hit equalling the CR of the
- ship firing it. Thus, a fleet of 20 ships with a CR of 50% should be
- expected to achieve 10 hits, on the average.
-
- At the end of the round, the hits are totalled and that number of
- ships are removed from the opposing side. Then, if ships still remain
- in both fleets, another round begins. This continues until one side
- is eradicated.
-
- A shielded position gives the defender a special advantage,
- depending on the TL of the sector. Each point of TL will deflect 10%
- of the attackers shots. Thus, a planet with a TL of 6 will deflect
- 60% of the attacker's shots, provided the shield is turned on.
-
- Asteroids do not have shields, but they are naturally easy to
- defend. For game purposes, they are considered to have a shield
- strength of 20%. Note that this will apply even when `defensive
- shields' was not selected as an option. In such a game, asteroid
- fields are the only sectors with any defensive strength.
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- Because of the way combat is handled, large fleets do much more
- damage than small ones. Massing your ships for an attack is
- important. If you send several small fleets against an enemy
- position, they will likely be cut up piecemeal.
-
-
- WHY SHIPS SOMETIMES RETREAT
-
- A morale rating is stored for each player. At the beginning of the
- game, morale is set to 40%. During the course of the game, it can
- climb as high as 80% or fall to zero. Morale affects the chance that
- ships will retreat.
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- Successfully attacking a planet increases your morale by 10 points.
- Failing to take a planet results in a 10-pt loss of morale. When
- attacking a neutral planet, your morale will not change by more than 5
- points. Whenever a fleet retreats, there is a 15 point morale
- penalty. A fleet of only a single ship is considered a scout, and
- suffers no penalty for retreating.
-
- An attacking fleet will never retreat unless outnumbered. Even
- then, the base chance is only 25%. That will double if the fleet is
- outnumbered two-to-one or more. It will double again if the sector is
- protected by a shield. The game program will `roll' against the base
- value, but even if the roll fails, the ships might not retreat. They
- must still roll against the attacker's current morale value. If both
- rolls fail, the fleet will retreat.
-
- The exeception is scout ships. These will always retreat if
- outnumbered, but incur no morale penalty for doing so.
-
- A fleet that retreats will return to the sector it originally came
- from. It will usually take an extra turn to arrive, beyond the normal
- ETA for that distance.
-
- You have no way to directly determine your morale value. You must
- estimate it from your own performance in the game. Keep in mind that
- ships never retreat if they are not outnumbered. So, when you are
- doing badly, it is more important than ever to mass your forces.
-
-
- SCORE & WINNING
-
- Each player's score is calculated as follows:
-
- 500 pts for each planet owned
- 150 pts for each asteroid field owned
- 50 pts for each sector explored
- 5 pts for each ship owned
-
- The winner is the player with the highest score at the end of the
- game.
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- STRATEGY HINTS
-
- Try to scarf up neutral planets as quickly as possible in the first
- few turns of the game, while they are sitting ducks.
-
- The options selected at the beginning of the game have a great
- impact on game play. When production is limited on neutral worlds,
- they will make easy targets. Capture all the neutral worlds you can
- find before attacking your enemies. But when production is not
- limited, neutral worlds eventually become hard targets to crack.
- Under these conditions attacking your enemies is more profitable.
-
- When shields are available, use them sparingly. Typically, you will
- not use them often, but they can be a life saver on special
- occaisions.
-
- You can easily rack up big points for area explored. Sometimes this
- factor decides the game.
-
- The computer is a fairly good player, but has two weaknesses.
- Unlike many aggressive humans, it will never strip its defenses to
- assemble an attack fleet. Furthermore, it usually does not
- counterattack aggressively when invaded, especially when its empire is
- small. Rather it tends to reinforce its new front line and dig in.
-
- When the computer DOES go on the offensive, it uses overwhelming
- force. Try to strike first and keep it on the defense.
-
- Big fleets win. Mass your ships.
-
-
- HISTORY
-
- The game of Celestial Caesars was originally written by Jack Hardy,
- and originated in the early days of the Atari ST computer. Along with
- Megaroids, it was one of the first freeware games for the ST.
-
- The Amiga version has some significant improvements over the ST
- version. The biggest addition is the file-mail mode. The computer
- now plays a stronger game than before, and can run multiple opponents.
- Also new are: asteroids, morale checks, tech levels, combat ratings,
- the wrap-around map option, destroy planets option, and shields that
- can be switched on and off.
-
- Only Amiga makes it possible!
-
- This is where I usually give my address and ask other Amiga users to
- write to me. Nobody ever does, so what's the point? Oh, well, here
- it is anyway:
-
- Tony L Belding
- PO Box 512
- Hamilton, TX 76531
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- PS: My apologies to those who tried running earlier versions under
- AmigaDOS 1.2. When I wrote the program, I was under the mistaken
- impression that 1.2 was obsolete, so I told the game to abort when run
- on a 1.2 system! Version 1.11 works on AmigaDOS 1.2 through 2.04 (and
- presumably beyond).
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