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- WELCOME TO CONQUEST
-
- CONQUEST is a multi player computer game designed to run under the UNIX
- operating system. In CONQUEST, each player is the leader of a nation,
- composed of people (humans, orcs, elves, dwarves), recourses, and land.
- Each ruler can customize the nation at creation, by chosing their race and
- by giving their nation powers (magic, combat factor, location, speed...)
- and resources (civilians, troops, iron, gold...). Play involves building,
- moving, and controlling armies and navies, diplomacy with other players,
- and adjusting economic activity, which is primarily geared to the production
- of gold for your treasury. Iron is needed, however to build ships & armies,
- and food is needed to prevent revolts and keep people alive.
-
- Command line format: conquest [-maxhp] -m make a world
- -a add new player
- -x execute program
- -h print this help text
- -p print a map to stdout
- END
- CONQUEST COMMAND HELP SCREEN
-
- MOVEMENT COMMANDS ADMINISTRATION
- 'h': move west 'a': army report 'p': pick item
- 'y': move north-west 'r': redesignate 'd': change display
- 'k': move north 'ctrl-L': redraw screen 'c': administration
- 'u': move north-east 'm': move selected unit '?': help screen
- 'l': move east 'A': adjust army 's': score
- 'n': move south-east 'f': fleet report 'B': budget status
- 'j': move south 'Z': move people 2 Sectors 'P': production stats
- 'b': move south west 'S': diplomacy status 'N': read newspaper
- 'J': scroll south 'Q': quit 'W': write message
- 'K': scroll north 'M': magic 'R': read messages
- 'L': scroll east 'C': construct
- 'H': scroll west 'D': draft
-
- END
- THE WORLD
-
- The Conquest world is very bloody, and a player needs skills at war gaming,
- diplomacy, and building an economy to succeed. Rival races are constantly
- at war, and the world starts filled with player nations, random peoples
- (lizard men in their cities of gold, barbarians, nomads, pirates, brigands),
- and both hostile and friendly computer controlled non player countries.
- Conquest can be played solitaire. The computer uses an highly intelligent
- movement algorithm to run the armies and navies of these non player
- nations, and has intelligent algorithms built in that control these nations
- diplomacy, construction, and economies. You can find NPCs allied with
- you against a common enemy, but can also suddenly be stabbed in the
- back and find hostile NPC armies at your doorstep.
-
- END
- WHAT IS WHAT IN THE WORLD
-
- The world is composed of a 2 dimensional map of sectors, created by the
- computer at the beginning of the game. Each sector has about 10 unique
- characteristics (altitude, gold, vegitation...). For example;
-
- SECTOR ELEVATIONS include: WATER '~' PEAK '#'
- MOUNTAIN '^' HILL '%' CLEAR '-'
-
- SECTOR VEGETATION
- Uninhabitable Areas (do not produce food and people simply do not like)
- VOLCANO 'V' DESERT 'D' JUNGLE 'J'
- WASTE 'W' ICE 'I' SWAMP 'S'
-
- Inhabitable (people like, number is relative value of food production)
- LIGHT VEGETATION '6' GOOD '9' FOREST '3'
- WOOD '7' BARREN '4'
-
- CONQUEST is designed so each race likes their appropriate terrain. Elves
- like woods & forests, Humans like good & light vegitation, and Orcs and
- Dwarves like hills and mountains.
- END
- RACES OF THE WORLD
-
- ORC 'O' Poor at combat but they reproduce like mad. Orcs reproduce
- like mad, and can go over 10% reproduction ceiling.
- They are lousy fighters and are led by a minor monster, which
- means their army #0 is very potent.
- ELF 'E' Great at defense and quick, but few in numbers. They start
- with VOID power, which is perhaps the most potent power in the
- game, but which costs them an extra distribution point.
- DWARF 'D' Dwarves are good at combat, but slow and few in numbers. They
- start with MINER power, which allows them to quickly mine
- iron/jewels, and thus build up their combat skills and powers.
- HUMAN 'H' The Flexible race, above average at everything. Humans start
- with reasonable numbers of people, and WARRIOR power, which
- gives them +10% in all combats. They have OK reproduction
- and good movement.
- LIZARD 'L' (NPC only) An ancient race bound to their cities of gold
- PIRATE 'P' (NPC only) Wandering pirates/brigands intent on plunder
- NOMAD 'N' (NPC only) Wandering Nomads Tribes. Will they leave you alone?
- BARBARIAN 'B' (NPC only) Indigenous natives
- END
- POSSIBLE SECTOR DESIGNATIONS
-
- MINE 'm' Produces 100*Iron*People Talons + Produces Iron Ores
- FARM 'f' Produces 100*Vegetation*People Talons + Produces Food
- GOLD MINE '$' Produces 100*Gold*People Talons + Produces Jewels
- CASTLE '!' Fortified Cities of the Lizards (only)
- DEVASTATED 'x' devastated sector
-
- CITY 'c' Cities and Capitols are the bases of your power. They
- CAPITOL 'C' are the only places you can draft armies or construct
- ships. Drafting only works if the sectors people is
- greater than your total civilians divided by the quantity
- 16+(number of sectors)/2. Cities give 750 talons per
- person and Capitols give 1000 talons per person. Cities and
- Capitols cost more to redesignate.
- END
- COSTS
-
- Costs are as follows:
-
- Ship Maintenance: $1000/turn
- Soldier Maintenance: $25/turn
- Designation Costs: $300
- Fortification: $1000 * (2**Fort Level)
- Build Warship: $3000
- Build Merchant: $2000
- Bribe Nation: $100000 per level diplomacy
- Move Civilians: $50 per civilian
- END
- SCORING & CHARACTER CLASSES
-
- THIS STUFF IS NOT IMPLEMENTED IN THIS VERSION!!!!
- Victory points are based on your nations class and the following table.
- For example, an empire gains points by controlling sectors, people, gold, and
- soldiers. Some of these types also have magic powers.
-
- Per 1000 1000 100K 100K 100K Magic 10
- Races Sector People Soldiers Gold Jewels Iron Power Ship
- "kingdom" EDHO 1 1 2 3 0 0 0 0
- "empire" H 1.5 0 0 0 0 0 0 0
- "wizard" EH 0 2 1 0 3 5 20 0
- "theocracy" HO 1 1 0 0 3 0 7 0
- "pirate" HO 0 0 5 0 10 10 1 5
- "miner" D 0 0 5 0 10 10 1 5
- "trader" EHO 1 1 0 0 1 1 1 8
- "tyranny" DHO 1 1 2 0 1 1 1 0
- "demon" DHO 1 0 1 0 1 0 10 0
- "dragon" HO 0 0 0 10 20 0 0 0
- "shadow" O 1 0 0 0 0 5 0 0
- "NPC" EDHO 1 1 0 0 1 1 1 0
- END
- POSSIBLE ARMY STATUS
-
- MARCH :Marching doubles army movement at the expense of combat strength.
- SCOUT :Scouts avoid any enemy, if possible, and can move through hostile
- : armies, but must have less than 25 men per army and can not take
- : even unowned land. They are useful to check out the map and
- : to determine the enemy combat strength.
- ATTACK :Armies in this mode can take owned sectors, initiate
- : combat, and have they reasonable movement rates.
- DEFEND :In this mode, can take owned sectors and have good defense
- : and movement, but can not initiate combat.
- GARRISON:This mode offers the strongest defense but is used only in cities
- : and castles. Garrisons may not move.
-
- Note: It takes 75 men to take a sector. Your attack bonus increases by
- 5% if you take over a non player country. Fortresses can be built
- in cities/capitols at a cost of 1000*(2**fort level) gold pieces.
- END
- NON PLAYER NATIONS
-
- Diplomacy with non player nations is important in this game. This determines
- if you get attacked or not.
-
- hint; use your gold talons to bribe non player countries that are at war with
- you. It may not work, but may allow you some breathing room and
- at some point the gold becomes irrelevant anyway.
- hint; you had best not be at war with NPCs when you bribe them. If you are,
- you have just wasted your money.
- hint; if you are in a mutual confederacy with a non player nation of the
- same race there is a % chance that they come over to your side!!!
- END
- ADDITIONAL NOTES ON COMBAT
-
- Losses per unit are scaled by (1.2 / 1 + combat plus) so if you have a high
- combat plus your losses will be less.
- You can expect to take several turns to reduce a large army, especially
- on a City or Capitol, as the defenders will draft new troops each turn
- Ships (believe it or not) are more powerful than you might expect. They
- permit you to rapidly relocate large armies or large numbers of
- civilians to strategic points. Their movement is 3x that of
- a land army and they pay 1 move point per sector. I will warn
- you, however, that naval combat has not been play tested.
-
- THE NEXT PAGE IS THE COMBAT RESULTS TABLE
- basically the attacker wants a high roll and the defender wants
- a low roll.
-
- END
- 6-1 5-1 4-1 3-1 2-1 3-2 5-4 1-1 4-5 2-3 1-2 1-3 1-4 1-5 1-6
- <--010 30% 40% 40% 55% 60% 65% 65% 85% 100%100%110%110%110%120%130%
- 010-020 20% 30% 35% 45% 50% 55% 55% 65% 75% 85% 100%100%110%110%120%
- 020-030 15% 20% 30% 35% 35% 35% 45% 55% 65% 75% 95% 100%100%110%110%
- 030-040 15% 20% 25% 30% 35% 35% 45% 55% 65% 75% 90% 100%100%110%110%
- 040-050 15% 20% 25% 25% 35% 35% 45% 55% 65% 65% 80% 90% 90% 100%100%
- D 050-060 15% 20% 20% 25% 35% 35% 45% 55% 65% 65% 80% 90% 90% 90% 100%
- I 060-070 15% 15% 20% 20% 25% 30% 35% 45% 55% 55% 75% 85% 90% 90% 100%
- E 070-080 15% 15% 15% 20% 25% 30% 35% 45% 55% 55% 75% 85% 85% 90% 90%
- 080-090 15% 15% 15% 20% 20% 25% 30% 35% 45% 45% 65% 80% 80% 80% 90%
- R 090-100 10% 10% 15% 15% 20% 25% 30% 35% 45% 45% 60% 80% 80% 80% 90%
- O 100-110 10% 10% 10% 15% 15% 20% 30% 35% 45% 45% 60% 70% 70% 70% 80%
- L 110-120 10% 10% 10% 10% 15% 20% 30% 35% 45% 45% 60% 70% 70% 70% 80%
- L 120-130 5% 5% 10% 10% 10% 15% 25% 25% 35% 40% 45% 65% 65% 65% 80%
- 130-140 5% 5% 5% 10% 10% 15% 25% 25% 35% 40% 50% 65% 65% 65% 70%
- 140-150 5% 5% 5% 5% 10% 15% 25% 25% 35% 35% 45% 55% 55% 55% 65%
- 150-160 0% 0% 5% 5% 10% 15% 25% 25% 35% 35% 45% 50% 50% 50% 50%
- 160-170 0% 0% 0% 5% 10% 15% 25% 25% 35% 35% 45% 45% 45% 45% 45%
- 170-180 0% 0% 0% 0% 5% 10% 15% 15% 25% 35% 35% 40% 40% 40% 40%
- 180-190 0% 0% 0% 0% 5% 10% 10% 10% 20% 25% 30% 30% 30% 30% 30%
- 190+++ 0% 0% 0% 0% 5% 10% 10% 10% 15% 20% 25% 25% 25% 25% 25%
- END
- RULES ON IRON, FOOD, AND GOLD
-
- FOOD: You MUST have enough food to feed your people... One civilian eats
- one unit of food, and one soldier eats two units. If you run out of
- food, half the difference of people in cities die. Your Granary
- will store 3x your civilian population in food. The remainder
- is converted to gold talons at a rate of 1 per food point.
- IRON: You need to have iron to draft new military. Ten iron units
- will suffice to equip one soldier. You also need 200 gold talons to
- train a soldier. One person produces one iron per point of mineral in
- the sector per turn. An ammount of Iron (based on the number of troops
- you have) can be used to buy +1% in attack or defense.
- JEWELS: You can have a maximum of 10 talons debt for every jewel
- point that you mined. After that point, you undergo a TAX REVOLT,
- which has not yet been implemented. Thus gold can be negative to
- a certain level. Jewels are also used in magic, and 100000 Jewels
- will buy you one random new power (command M). You can have 10
- talons in the treasury for each jewel (gold based economy). After
- that, your gold talons will be converted to jewels at a 10:1 ratio.
- END
- MAGIC POWERS
-
- WARRIOR/CAPTAIN/WARLORD: +10% each in combat, 1/2 Enlistment cost
- (MINOR/AVERAGE/MAJOR) MONSTER: (ORCS) Army 0 fights at +20% per level.
- Takeover ORC NPC 1%/3%/5% / 20K jewels.
- SPY All enemy troop/civilian strength is shown exactly (even voids)
- KNOWALL Know all troop strengths and see the whole map (except voids)
- DERVISH Desert/ICE sectors => 1 move point, vegitation 6, +30% combat in
- DESTROYER Vegetation in 3 sectors of capital = Desert. Act as Dervish.
- HIDDEN Nobody can count troops in your armies on map.
- THE_VOID Nobody can see your sectors/armies (appear blank)
- ARCHITECT Double strength fortresses, Double city revenue.
- VAMPIRE 50% troops killed become yours, -35% in combat, -2 Move, 0 maint
- HEALER +2 repro to 10% limit. excess repro adds to defense
- MINER (DWARVES) 2x iron and jewel production
- BREEDER: +3% Birth Rate (ORCS ONLY) (beyond 10% limit). -10% combat.
- URBAN: +3% Birth Rate to 12% limit. remainder gives + to move (roads)
- STEEL: Additional 2x Iron Production for MINERS.
- ARCHER: +10% on defense, +30% for garrisons
- CAVALRY: +10% to attacking combat skill, +6 movement.
- END
- FINAL HINTS
-
- You would be a fool not to buy a reproduction rate of 9-10% percent.
- Extra movement is very useful (especially if your movement is 6)
- Buy civilians instead of military (who dont reproduce). This assumes
- that you have a military of about 1500 men for taking land.
- Take as much land as possible in the beginning.
-
- ONE NOTE ON HOW THE GAME WORKS>> you will find that when you do something
- that effects another country and then logoff/logon, that change will not
- be displayed (ie. if you bribe them or overrun one of their armies). There
- is no easy fix for this. The changes occurred!!! the computer knows about
- them, and if you logged in as their nation you would see the army gone or
- the diplomatic status changed, but you can not see them because only
- a selected part of the turns total moves are updated when you log in.
-
- <To be added to later>
- END
- DONE
-