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INSTRUCT.TXT
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1995-03-08
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RISE TO POWER
-------------
by Robert A. Dalton
VERSION 1.95
Copyright (c) 1993.
SITUATION
---------
For a small part of your day forget the present and relive the past
represented by RISE TO POWER. The time is the 15th Century, the place
is medieval Germany. The situation: Germany is a divided land at
constant war. A weak king with little real power has been elected to
rule over the 10 provinces that make the greater Germany of that time.
The electors were the 10 Barons which rules the provinces and only
nominally submit to the king. These Barons are forever feuding among
themselves and each harbors a desire to become the eventual King over a
powerful and united Germany. You are a small but very ambitious
landholding KNIGHT who sees an opportunity to RISE TO POWER in this
system and become eventual KING!
GOAL: TO BECOME THE KING AND UNITE ALL 10 PROVINCES OF GERMANY!
BREAK DOWN OF RANKS RELATIVE TO LEADERSHIP:
KING : Rules the ENTIRE land which includes all 10 provinces of
Germany.
BARON : Rules 1 province of Germany.
COUNT : A respected leader who maintains a large land holding, good
sized keep and a considerable force of men at arms.
KNIGHT : Leader of a small land holding of peasants and a few men at
arms in a small keep.
GAME PLAY
---------
If the sysop has registered the game, then play is limited only by the
amount of time the sysop has issued that particular player on the BBS.
If NOT registered, Game play will be limited to 10 minutes. UNREGISTERED
GAMES will be limited to a maximum of 10 players allowed. Encourage your
Sysop to register the game, or better yet do it for the sysop, so that
you and everyone else may enjoy the additional options. From almost any
menu, EVEN THOUGH THE OPTION IS NOT DISPLAYED, you can select '*' as
your selection and kick the game into expert mode and return to novice
mode in the same way.
Moving Around The Map
---------------------
Movement on the map is done by using the Number Pad on your keyboard.
Make sure your NumLock key is activated. Except for the "5" key each
number on the number pad corresponds to the direction you wish to
move to. Hitting the "8" key for instance moves you one space North
of your present position. When moving be sure to use the Recon Option on
occasion to avoid possible problems such as the brigands, etc.. On
the NumberPad the "5" key activates the recon option when you are moving
on the map. After you hit the "5" key you will then be asked to hit a
number key to point out the direction of the area you wish to check out.
You can only perform a recon on an area one position away from where you
currently are. After entering the direction key the computer will tell
you what is in that area. There IS a small chance that something was
overlooked and the area may NOT be as empty as you were told. After
telling you what it found you will be returned back to normal movement.
If you encounter one of the other players traveling with his troops on
the map and you decide to fight him, and in the process manage to kill
him, you will get any gold and wheat that player has remaining. If YOU
get killed in the fight the reverse is true as well! For a list of
OTHER available commands when moving just type <?> and hit enter.
Starting Out
------------
Everyone starts out as a Knight who leads a small group of men at arms.
You are the leader of a small land holding with a few peasants who are
sworn to your service. You are given some bushels of wheat and some
Gold Florins (the currency of that time) to Start. THE FIRST THING you
must do is decide were you want to build your Home Keep (similar to a
castle). You will be starting in an arbitrary province inside of one of
the local Baron's Keeps. To build your Home Keep, travel through the
provinces until you find a spot that pleases you and select command <B>.
This will build it. When you build the keep you will be given 100 acres
of land and you may never attempt to sell or give away any quantity of
land that takes you below this 100 acres or your action will not be
allowed. Next hit the <E> key to enter your new keep. For help type <?>
and hit enter.
STARTING A FAMILY
-----------------
Marriage is the KEY to successfully playing and winning this Game!!!
It is VERY important that you find a wife as soon as possible and get
married. When you are married, the computer will check daily to see if
your marriage has produced any children. (No 9 month waiting period
here!) You can only have a MAXIMUM of 2 children at any one time in the
game. If so, it can be either a son or daughter, or some combination.
Right after you have a daughter born, you can attempt to marry her off
(They married YOUNG in those times!). To do this you must first set
a dowry which another player will have to pay in order to marry your
fair daughter. If the other player accepts this Dowry your daughter
will be married to him and you will find you are now minus one child
and can have another. If one of your children is a boy he will become
your Heir in case of your untimely death. Yes, this means you can
ALMOST be immortal! Be careful, other player's can kidnap or kill your
children or wife. In the event you die while your heir is kidnapped you
LOSE everything. Also random events such as the ever present medieval
bane - PLAGUE - can also take your wife or children. If an heir does
take over, your new alias will be the same as the name of the child that
you chose for it. Also his attributes will all be reset EXCEPT Reputation
(it IS passed on). Except for Count, titles are NOT passed on to your
heirs. If you were a Baron or King and die the deposed computer King and
Barons will retake over their titles and lands and your heir will be
reduced to a Count who owns only the family Keep. By the way, of course
your dear wife and other children will all disappear too to make way for
the heirs family members. Once daily the KING will announce the
availability of a woman of suitable lineage for marriage at his Keep.
If someone beats you to her for that day then visit the other player
Keeps and see if someone wants to marry off his daughter for a dowry you
can afford.
Feeding Your Populous
---------------------
Each acre of land will produce about 10 bushels of wheat depending on
how good the growing season was. Each peasant eats 4 bushels of wheat.
Each man-at-arms consumes 8 bushels of wheat. Each Knight consumes 12
bushels of wheat. As you can see the cost of being powerful mounts
quickly. Make sure you buy land when you can afford to do so to keep
up with your growing populous and army. Buying more land does not
automatically mean larger harvests. You have to have enough workers for
the land you have to get greater harvests. The ideal ratio is one worker
to one acre. Warning: If you don't have enough food famine will quickly
reduce your power! Your peasants will have children so take that into
account when figuring how much land is required.
Marching With Troops
--------------------
Marching troops across the country side can be an expensive proposition
as they tend to eat more because of the increased energy expended. As
a result each space you move away from your Keep with more than 30 Troops
will cost you an additional bushel of wheat for EACH man-at-arms above
the 30 limit. If you run out of wheat your Troops will start deserting
quickly. An army marches on its stomach!!
Watch Out For
-------------
BRIGANDS! They roam randomly throughout the provinces of Germany. The
king rewards those knights who eliminate these brigands. The reward
is a standard GF 25 for the head of each brigand you get. Be warned
they CAN wipe you out quickly. They can be most often found in the
province of Saxony and will ambush your party without warning.
ATTRIBUTES
----------
Almost every aspect of the game will effected by your 3 main Attributes
which range from 1 to 10 with 1 being lowest:
1. Swordsmanship (Your weapons proficiency)
2. Leadership (Your ability to motivate others)
3. REPUTATION (How others see you)
If your reputation is low, you will notice that it effects EVERYTHING
you do in a negative manner. As already mentioned the attributes are
set on a scale of 1 to 10. All start out initially at 1 except for
Reputation which is 3 (barely adequate). Losing in combat, and many
other similar actions, can adversely effect your reputation. Think of
it this way. If it would cause you to be looked on less than favorably
in the real world then it will most certainly do so here to! These
attributes can be moved up in a number of ways. This strategy will be
discussed later on.
MOVING UP
---------
You start out as a Land Holding Knight and then move forward through the
ranks in the following order:
1. Knight
2. Count
3. Baron
4. KING
To reach the level of Count a player needs 400 men at arms and 1000
acres of land, AND maintains a Reputation value of 4 or better. During
daily Maintenance, the computer will check stats for qualifying
players who will be notified the next day when they loggon. <if you
had enough to be promoted and didn't get it, someone could have
attacked you before maintenance>. After you reach Count, you need
only travel to a local Barons Keep and Attempt to ASSUME the position
and the computer will put you up against the Baron in a Duel to see if
you are good enough. After controlling 4 provinces you can attempt to
DEFEAT the current KING! Please note that even though you are elevated
to Baron or King you will still retain your old keep and it will be
shown as a counts keep on the map because there is ALWAYS a possibility
that someone may replace you as Baron or King!
QUESTS
------
The KING will periodically issue quests and print the information
concerning the quests in the news....such as Location and type of
opponent you can expect to face. The range of opponents is very wide.
You could fight anything from a common thief to the BLACK KNIGHT.
Under the laws of chivalry you are expected to best the opponent,
unaided, in mortal combat. Win and you will gain in reputation and
stature which brings Men at Arms and possibly other Knights flocking
to your banner. Lose and your followers will probably desert you for
a more capable lord! To accomplish the quest you must travel to the
coordinates of the quest and once there hit the "P" key to attempt to
perform it. You may only perform a quest ONCE per day! The computer
will then put you into to hand-to-hand combat mode of which the options
displayed are straightforward and to the point. Fighting bigger
opponents will of course bring BIGGER rewards; such as increased
abilities, gold, more men at arms, etc...... Before each quest, you will
be asked to select a sword. This is important because it effects how
you want to fight. If you select a smaller sword you'll have lower
attack value but a HIGHER reward value. As you go down the list to more
powerful swords the attack value goes up whereas the reward value goes
down. If you come across something you just can't defeat.....leave it!
If no one conquers it by the end of the day, the computer will replace
it the following day. Also, upon completion of each quest, the KING
will immediately issue another. This can be a good option, but if you
have low Attributes, it is unwise to under take every quest the King
announces. You CAN lose more than you gain by fighting a too tough
opponent early on.
ADDING TO YOUR KEEP
-------------------
Your Keep is your castle-like place of home. The higher the
value, the bigger the keep. The bigger the keep the better
Defense value is. THIS IS EXTREMELY IMPORTANT when People start
attacking your keep, especially with a siege engine!!
TAX RATE
--------
Although with smaller landholds the tax rate doesn't mean much, it does
when you start building up people. Your TAX rate CAN effect everything
you do. It's a FAST way to make money, but if you keep it up too long,
your peasants and men at arms will start to notice and you could
possibly start a rebellion that you yourself could be killed in. You
will learn quickly what the peasants will tolerate in taxes!
DUELING PLAYERS
---------------
You are allowed a certain number (1-10) duels a day. A stage with
both players will be displayed and a power rating will be calculated
from the attributes of each player. The computer will handle the
Duel based on your attributes. The winner will receive any number of
things from the loser. This can be a good option, but if you have low
Attributes, it is unwise to duel everyone you run into. You can lose
members of your family if you have nothing to give the winner.
ATTACKING KEEPS
---------------
<F> ight to Death = Excellent way to build up Leadership, but do
NOT try this if you are just starting out and
are not very strong. If you survive you get his
remaining gold and wheat. If he survives and
wins he gets yours. There are FIVE outcomes
possible:
(A) You kill the other guy.
(B) You are killed by the other guy.
(C) the other guy is killed by your men-at-arms
but you are ALSO killed in the fighting in
the Home. This will happen most if you are
not very strong.
(D) He is not home but you trash his place and
kill anyone you can find there.
(E) You lose but you did not lead the attack
on his home. All your men at arms and
Knights are killed in the attack and your
reputation declines.
<R> aid for Treasure = The more men you send the higher your chance for
success and amount of gold and wheat retrieved.
<A> ttack Peasants = Wipe out a player's peasants.
<L> ay Siege to Keep = Lowers Enemy Keep values - but not below the
minimum Keep value of 1. If his Keep is only
rated at a value of 1 (the starting value for
all Keeps) you are wasting your time and men
at arms by attacking it.
<K> ill Family Member= Kills Wife or Children in that keep.
<B> attle Men at Arms= Pit your army against another. Wear down an army!
<E> xecute = Attempt to assassinate a player
TREACHERY
---------
Word of warning on using treachery - There IS a small chance you can
be caught in the act with sometimes unpleasant consequences!
<I> ncite Rebellion = Start a rebellion in player's keep.
<R> escue Hostage = Rescue a family member from an enemy player.
<S> py on Family = Learn VITAL information about a player.
<L> oot Treasury = Steal money from player's money vault.
<T> ake a Hostage = Take another player's family member hostage.
<P> lant Evidence = Attempt to plant incriminating evidence on a
player.
<C> ause Wheat Spoilage= Spoil player's wheat and cause peasant
starvation.
Options in the KINGS KEEP
-------------------------
Recruit Knights - Once a day you can choose this option and it will
randomly recruit knights to your keep which aid in
defensive and offensive actions with other players.
The more men at arms you control, the more Knights
you will attract. Knights act as VERY powerful men
at arms for combat purposes but have no other direct
role in the game. One knight is worth roughly 10
men at arms for combat and defense purposes!
Look for Wife - During nightly maintenance a woman of suitable
lineage MAY OR MAY NOT become available for marriage.
Selecting this option will reveal the answer. Also,
it will be advertised in the daily News when one is
available. Of course, you'll have to pay the dowry
which is arbitrarily set by the computer.
Hire Men at Arms - Allows you to add more men at arms to your army for
a Fixed price.
Purchase Siege Engine - While the cost is high (GF 1500) buying a siege
engine from the Kings Siege Engineer will greatly
assist your reduction of the defensive value of an
enemies Keep and help in combat when the other player
is in his Keep. Because of the potential danger
involved to the King he only allows each player to
have one siege engine in his armory.
ASSASSIN SUB-MENU
--------------------------------------------
You can hire an assassin from the Assassins Guild
located at the King's Keep to perform a single
mission for you. Cost for an assassin depends on
what you want him to do. Costs are listed in the
Assassin menu and are Nonnegotiable with the
GuildMaster.
<1> Assassinate Player = Attempt to kill a player.
<2> Take Hostage = Attempt to take a member of a players family
hostage.
<3> Start Fire = Attempt to burn up some of a player's grain.
<4> Rescue Hostage = Attempt to rescue a member of your family who
is being held hostage by another player.
<5> Spy on Player = Attempt to find out information on another
player.
<6> Kill Players Family = Attempt to kill a member of another players
family.
<7> Massacre Peasants = Attempt to kill the peasants of another player.
<8> Hand Carry Message = Hand carry a secret message from you to another
player. This is a great way to make alliances
or treaties! There is a small chance the
assassin will be killed enroute and the
message will be lost.
Options in BARONS Keep
----------------------
Donate Land - Donating land to the church is the easiest way to gain
in reputation. Every 500 acres of land donated will
increase your reputation by 1.
Erect Church - Building a church in the province is a great way to
increase your reputation but can be expensive. To do
this will cost 500 acres of land, GF 5000 and 1000
bushels of wheat, but will raise your reputation by 2.
Buy/Sell Menu - Allows you to buy Wheat and Land at arbitrary prices
set by the computer during nightly maintenance.
Increase Weapons Proficiency - The higher you increase this value the
better your men at arms and knights can fight and defend
your keep. This helps you in Duels, Attempting Quests
and in all battles that include you or your men at arms.
Options while VISITING player keeps
-----------------------------------
Goto Trade Menu - Allows you to Buy and Sell Wheat & Men at Arms at
prices and amounts set by the owner of the Keep.
Duel Visiting Players - Allows you to Duel ALL players (INCLUDING OWNER)
in a duel that is run by the computer. The stakes
can be anything from Gold to your Children.
Marry Owner's Daughter - If owner has a daughter he may or may not make
her available for Marriage. If so you will be shown
the dowry he is asking and if it meets with your
approval she's all yours....however, she will have to
bear the name, the owner assigned her at birth.
Ransom Hostage - Use this option to ransom a hostage the player took
from you. The ransom will be 25% of your land, gold
and wheat!
Attempt Treachery - SEE ABOVE
Options in HOME Keep
--------------------
Prevent Entry - This will allow you to shut the gates and keep other
players out of your keep. Can be a good idea sometimes,
but not ALWAYS recommended. This is NOT selective.
Either everyone can enter or everyone cannot enter. You
of course can ALWAYS enter your Keep.
* Edit Trade Market - IMPORTANT! There are 3 values to be set for both
Wheat & Men at Arms on this menu.
1. Amount to Sell - how many you want to take out of
stock or from your army and sell. Used for surplus
or if in need of money.
2. Price to Sell At - price your willing to sell the
above amount at.
3. Price to Buy At - If you want to buy something, set
a price and players can come along and sell as much
as they want. REMEMBER, a player could theoretically
sell you INFINITE numbers of either value so watch it
closely.
Build on To Keep - DISCUSSED ABOVE
Kick Player Out - If someone is in your keep that you don't want there,
this option will throw them out.
! ATTACK KEEPS ! - options are discussed ABOVE
Something to remember--when a keep is under attack,
and the owner is home, the defense value is GREATLY
increased. This is not to say, sit at home and defend
your Keep, but it doesn't hurt to be at home if your
not going to be playing a couple of days. The more men
at arms, knights, etc.. you have the better your
chances are. A siege engine is highly recommended
when attacking a player in his Keep. I highly
recommend you do NOT use this option if you are JUST
starting out and have little power, men at arms,
etc..
Send Reconnaissance - Given any coordinates, it will tell you what is
there.
Marry Off Daughter - This will allow you, if you have a daughter, to set
a dowry and allow your daughter to marry other
players.
Free & Kill Hostage - If you have a hostage you can choose either option
RANDOM EVENTS
-------------
During the game several random events will come into play.
These can be good, bad or both. As mentioned earlier PLAGUE is one of
the random events and can affect members of your family, Men at arms,
Knights, and, of course, those long suffering peasants who are
part of your land holding. Random events can also effect your wheat
crops and royal treasury in several different and colorful ways.