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1993-09-25
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^\0EBarren Realms Elite InterPlanetary^\07 - ^\06BRE^\07
By ^\0FMehul Patel
^\0FThe Story:^\07
Many years after the collapse of the ^\0ASolar Realms^\07, new colonies
were developed on planets around the galaxy. Today, though, those colonies and
empires have been destroyed. Technology advanced too far and too fast for the
good of the planets and soon Nuclear Technology became too powerful. Now,
the vast barren lands of the planet must be used to rebuild the great empires
of the past. Without the powerful advantage of expanding into already settled
territory, the rulers, such as you, could not expand easily. One great ruler,
now known as the king, claimed the entire planet as his own. You have been
given the official title of Baron in the king's land. As a baron, you have
been given two regions of territory and 50 troopers to defend it. You, as a
dedicated member of the King's empire, must work to expand your realm. This
time, though, the land is not built on. You must use the resources of the
world, rivers, mountains, coastlines, plains, and more to build and expand
your empire. The king grants his new barons time to expand without combat, but
after a period of time, you will be on your own. You will have to battle
other barons to expand your personal glory, and hopefully, be selected as
the king's heir. But this task will not be easy. There are many other
barons competing for the same goal - and they are all as strong as you. There
is one other problem you may face throughout your realm's career. You may be
forced to ally with other barons and fight under the name of the king to ward
off invasions from other planets - or, you may invade those same planets. Now,
not only must you make alliances and make war against other players, but, you
will have to choose between war and peace, ally vs. enemy with many other
planets (ie, other BBSes) from around the galaxy. Good luck, Baron of the
Barren Realms.
^\0F The Game Itself:^\07
As you enter the actual "Game" part of the game, the first menu you come to
will be Diplomacy. This menu will allow you to select from various treaties
and alliance pacts to offer other players. If accepted, during combat, your
allies will come to the aid of your empire to various extents, but remember,
you will also aid your allies and may jeopardize many of your forces.
^\0FTypes of Pacts:^\07
^\0BTariff Trade Agreement^\07 - This is an agreement allowing trade between two
realms with government taxation of all goods passing boundaries. It
brings an extra income to each empire involved based on population. This
agreement is promising for those empires with large numbers of people.
^\0BProtective Trade Agreement^\07 - This agreement installs guards along trade
routes between the two realms, preventing bombing of trade deals and
making trade deals cheaper to send and maintain. (require less defense)
^\0BFree Trade Agreement^\07 - This pact declares that people are free to
travel between boundaries and trade goods without taxation. Large
amounts of income are gained through income taxes, but due to the
contact of peasants between empires, bad morale and support will
spread throughout other realms if not controlled quickly. This agreement
is more useful in empires with a large number of regions.
^\0BTerrorist Prevention Plan^\07 - The terrorist prevention plan is an alliance
between two powers' intelligence agencies to aid each other in finding
and preventing terrorist and covert actions against the two realms.
^\0BIntelligence Alliance^\07 - This is an agreement between Realms giving
covert aid in terrorist and covert operations to other empires on
the planet and in Inter-planetary conflict.
^\0BProtective Alliance^\07 - This is an official alliance declaration in which
military aid will be sent to defend either realm when attacked.
^\0ENOTE:^\07 This is effective only in Local Games
^\0BFull Defense Alliance^\07 - This plan, the most balanced and powerful alliance,
puts forth a large amount of all of your forces in defending an ally in
need.
^\0ENOTE:^\07 This is effective only in Local Games
^\0BDeclaration of War^\07 - This is used to break an agreement with another empire
without causing internal troubles in your realm. The treaty is not
officially broken until the other realm is notified.
^\0BView Treaties^\07 - This option allows you to view relations with the other
empires in the game.
After the Treaties menu, you will see a status screen showing the condition
of your empire. This includes Military Forces, Regions, Military and Populace
morale, and various other items of varying importance.
In the registered version, you will be then offered a chance to visit the bank.
The Bank allows you to put your cash in safe keeping, away from the evils of
the world, but also allows you to make loans, when in need, and invest in the
king. These investments generally will net you a profit, but they take time,
so be careful as to how much you invest.
Next, you must fill your realm's monetary needs. Every year, you must pay to
maintain your army and regions. Often, the king will ask for taxes, and, as a
loyal member of the king's realm, you will generally do so or face the
consequences. Depending on your empire's condition, you may also have to pay
to improve morale and support in your realm.
After completing the monetary needs, you must feed your empire. Since they
pay such high taxes and do as you say (generally), they do require that you
pay and feed them (they also give you all the food they produce). Troopers,
being hungry and underfed all the time (supposedly), require VAST amounts of
food compared to the general populace (rumor has it that the troopers use the
food as target practice). If you happen to not have enough food, you may
buy (or sell) to the planetary food market *IF* they happen to have any
available food. Not feeding or paying your realm can lead to riots, revolts,
civil wars, and more in your empire.
After the food market, if your realm is advanced in the ways of covert
operations (ie, you have some agents), you will come to the Covert Operations
menu. There are various, devious, evil, cruel, mean, violent things you can
do to your enemies...
^\0FCovert Operations^\07
^\09Send Spy^\07 - Allows you to attempt to get military information on another
realm. This operation takes place immediately.
^\09Stir Revolts^\07 - One of your very dedicated (or bribed) agents will go into
the other realm and do propaganda like "Hey! Your emperor put my brother
in jail because he was walking down the street at 12:41AM!", etc. and help
stir revolts in the enemy empire.
^\09Set Up^\07 - This cool covert op will send one of your other clumsy (or stealthy)
agents to go try to set two empires up by telling their leaders that they
are officially declaring war on each other. Generally, a clumsy agent is
sent in because it improves chances of the king hating the other empire.
Another reason is that if he's caught, you lose a bad agent rather than
a good one.
^\09Support Dissensions^\07 - This operation will send another, more dignified,
agent to the enemy using propaganda, such as "Your food supply is going
to be decrease to only 3 megatons per year! You can only eat 9 pounds of
food per meal instead of 38.5! Flee this army!"
^\09Demoralize Forces^\07 - This operation will use a high tech jet (hey, why can't
you use those in combat?) to drop tons of drugs and alcohol into the enemy
army camps. This will demoralize the enemy forces if they find them, but
your powerful high tech jet may get caught and shot down.
^\09Spy on Relations^\07 - This will send a spy (who is REALLY REALLY good at
changing faces) to go to another empire up to 25 times (pretending to be
from a different realm each time) and ask the baron to clarify their
relations. You generally send good agents in this kind of mission because
a clumsy one might forget to change faces or something.
^\09Bomb Enemy Targets^\07 - This will send a spy on a suicide mission (except he
might not die) to plant a bomb in random enemy targets. If successful,
you'll find out what was blown up (he goes back and looks), but if he
fails, the enemy generally tests the strength of the bomb on the agent.
^\09Bribery^\07 - A very powerful, but expensive, in Covert Oping! You get to
send one of your very persuasive agents to pay off an enemy agent
ALOT of money and after that, he will give you helpful information on
enemy stats which allows you to have a higher covert op success rate!
^\09Expose Enemy Ops^\07 - The most expensive, but possibly the ultimate, Covert
operation. This operation puts you in communication with one of your
bribed agents to do even MORE work for you. For the high price asked, he
will give your enemy an almost 100% failure rate in their covert ops
against you for 24 hours. This can be very beneficial as it gives you
100% immunity from the enemy intelligence. It also is guaranteed 100% - no
chance of failure. Now the only problem is, can you afford it?
After you are through doing your dasterdly deeds in the Covert ops area, you
will move on to the bank if the game is registered, and if not, you will go to
the Main Spending Menu! (Go Shopping!)
^\0FMain Menu Options:^\07
^\0CSystem Menu^\07 - Cool menu that lets you check out all sorts of things of the
game.
^\04Abdicate^\07 - This option allows you to remove yourself from the game
After confirming this option, your empire will become "dead" and you
may rejoin the game the next day.
^\04Visit Bank^\07 - In the registered version, you may visit the bank. :)
^\04Covert Operations^\07 - Allows you to return to the Covert Operations
menu.
^\04Diplomacy^\07 - Allows you to return to the Diplomacy menu.
^\04Empire Status^\07 - Allows you to view your empire's current status.
^\04Game Setup^\07 - This option will display all the settings of the
current game, most of which were determined at reset.
^\04InterBBS Scores^\07 - This will allow you to view the top scores
throughout the league in Inter-BBS Games.
^\04Messages^\07 - This option lets you write local messages.
^\04See Scores^\07 - View your BBS's current scores
^\04Set Tax Rate^\07 - Well, it lets you set your tax rate! :)
^\04Visit Advisors^\07 - This allows you to visit your excellent (or
in some cases stupid) advisors to get info on military, economic,
and civilian status.
^\04Write Macros^\07 - Macros can be programmed into the game to make
players' lives easier. If there is a certain combination of keys
used often, you can program this sequence in and activate it using
CTRL-x keys.
^\04Trading^\07 - This allows you to visit the trading menu a bit
early. :)
^\04Set Industries^\07 - If you'd like to change your industrial
production here, you may.
^\04Show Instructions^\07 - This option displays this file.
^\04Spy Database^\07 - This option is only for Inter-BBS games. The
database contains ALL spy information collected during the game and
may be accessed by any player on your system.
^\0CSell/Buy^\07 - This lets to switch to Sell (or to Buy if you're in sell) Menu so
you can get rid of those expensive to maintain things to gain a little
cash.
^\0CTroopers^\07 - The backbone of your army. They eat your food, require money, and
are generally more populated than Jets, Missile Bases, and Tanks. These
"clones" all go around shooting each other, bashing each other, etc, etc.
just like in normal wars. You should maintain a nice Trooper defense, as
they are very cheap to maintain.
^\0CJets^\07 - These airborne maniac forces are not the high tech ones used in
the world of espionage, but they do they're job pretty well. They are
OFFENSIVE only weapons as in defense, it takes too long to prepare and
load them for immediate combat. They are a very nice offensive device
and can generally be a big plus for an offensive against a fellow baron.
^\0CMissile Bases^\07 - These Anti-Air (And Anti-Land) Missile Pads are a very
effective Stationary defense for any empire. They use a new advanced
technology of rock pellets, as well as moldy food, as ammo and launch
them at super high speeds which can easily knock out the jets. They also
can blow a hole through a trooper if hit, and a couple of hits can take
out the wheels of the advanced AT-3 Tanks. Nice defenses to keep at any
time.
^\0CCommanders^\07 - These guys are the Non clones of of the backbone of your army.
They each can command 50 clone troops and are required for combat. They
generally are pretty nice guys too! (they listen to you!)
^\0CHeadquarters^\07 - Your personal (but not private) headquarters. This is where
most of your decisions take place and nearby is your central covert
agency. For some reason, the closer to completion (up to 100%) this base
is, the more effectively tanks fight. Your research teams are still
trying to learn WHY this is true...
^\0CRegion Buying -^\07
You can buy the following types of regions:
^\04Coastal^\07 - The shorelines of your world (and all other worlds!) makes
a great tourist attraction. Blocking off this area and expanding it
to amusement parks, etc, provides a nice amount of money for your
empire. BUT, these attractions generally have many problems when
your popular support is low.
^\04Mountains^\07 - The mountains of any world are filled with vast resources
just waiting to be mined^\07 - and YOU can take advantage of that
opportunity and mine the mountains. Mining brings you a very solid,
steady income although it is smaller than other sources of income.
^\04Desert^\07 - The deserts of the planet are filled with...well, DESERT!
You may ask "What can I do with DESERT land?" The presence of sunlight
in these deserts allows for great amounts of solar power generation.
The amount of profits from these generators depends completely on
the weather. If the weather is good, you can profit a great deal more
than even Tourist areas, but if it's poor (no sun) you will barely
profit enough to ensure survival.
^\04Industry^\07 - Your industrial power is your military creation. The
factories are your alternative to buying military equipment. And, in
times of need, extra resources can be used to produce extra cash. These
are a valuable tool for any empire.
^\04Rivers^\07 - The rivers are an interesting type of terrain to own. They
are an excellent hydro-power supply and can provide vast amounts of
income but every few years your populace shuts down the hydroplants
to go fishing. These years, you only receive mild amounts of food
for your empire. Nevertheless, the income of these rivers can
sometimes be enough to offset the disadvantages.
^\04Agriculture^\07 - The agricultural land in the empire is the basis of food
in your empire. You have to keep enough of these to keep your empire
going. Although you COULD rely on a large food market, it can be a
very dangerous thing to do in case the market is empty one day...
^\04Urban^\07 - Urban areas are a place to develop a high population and allow
more CASH (COOL!) for you to spend other places. But be careful: A
large population needs large amounts of food!
^\0CCovert Agents^\07 - This is where you buy those clumsy, smart, and sometimes
even qualified, agents that do your dasterdly deeds for your empire. You
may wish to buy large quantities at once because as your agency grows,
it could become very costly to buy new agents.
^\0CTanks^\07 - The new AT-3 Tanks are the military might of the army. Armed with
Anti-Aircraft fast fire guns, Three Twin Turret Rapid Fire Guns, and
a whole arsenal of missiles and special weapons, this is the most
expensive, but deadliest offensive and defensive weapon you can buy.
A large army of AT-3s can prove to be VERY beneficial in combat. A
disadvantage of these weapons is the expense and high maintainence cost
which can eat away your funds.
^\0CCarriers^\07 - As jets are lightning quick and light weight, they have a
disadvantage in fuel capacity. In order to balance this, carriers are
needed to transport and refuel the jets as necessary. One transport
can store up to 100 jets. These are required for battle with jets.
OK...You're done with your shopping spree now...Onwards to Combat!
^\0FTypes of Attacks:^\07
^\0ERegular^\07 - This is the standard attack the enemy and steal all the regions
you can and then leave. Wow.
^\0ENuclear Strike^\07 - Nuclear weapons, being very rare, are an expensive thing
to buy. But of course, you can always find one waiting. Due to the fact
that the amount of nuke power you need depends on the size of the empire
you wish to hit, so does the cost. Nukes, if used properly, can cripple
an enemy very severly. Nuclear missiles can corrode a nice percentage of
an enemy's land.
^\0EChemical Warfare^\07 - Similar to nuclear strikes, except these weapons hurt the
land (to a smaller degree), but kill millions of civilians and affect the
morale and popular support of the empire.
^\0EBiological Warfare^\07 - Also like nuclear strikes, except Biological attacks do
not affect the land. Instead, they invade not only the populated towns,
but also training camps and kill LOTS of clone troopers! (Research teams
are still working on figuring out HOW bio attacks can kill robot clone
troopers...Oh well^\07 - You have slow research!)
^\0EPirate Raids^\07 - Sick of the pirate scum that always raid your empire?
Well, get back at them! Blow them to pieces! Destroy them! Enjoy!
^\0EView Alliances^\07 - This option allows you to see the amount of aid
military alliances will provide you if attacked.
Ok...So you did your attacking for the year...Now comes the trading. What
kinds of stuff do you want to send? demand? Who to send to? All of this
is up to you. Or do you want to put your stuff up on a general trading
market to be sold to your friends - and enemies. You decide entirely what
you do. Good luck!
Now...If you're playing the InterPlanetary Version, you'll come to the
Interplanetary Operations menu. These the options:
^\0CInterBBS Scores^\07 - This option allows you to view the top players
and BBSes throughout the league ranked by various statistics.
^\0CTerrorist Operations^\07 - These can be highly beneficial in any assault.
Combining the forces of espionage and terrorism, you can do heavy
damages to your enemy right before sending the final devastating
attack. There are many different options, but all of them are
self-explanatory! (Yes, they can explain themselves to you!)
^\0CCreate InterPlanetary Attack Force^\07 - This will set up a new attack force
to be sent to either an entire planet or a single Barony. You can
set when the attack leaves and before that time, anybody on your
planet can join in the attack. Returns will be divided according to
the amount of forces you each put in.
^\0CJoin InterPlanetary Attack Force^\07 - This lets to join any of the attack
parties waiting to leave! (neato, huh?)
^\0CCreate Strike Force^\07 - This allows you to send your own strike force to
a single player on another planet. You get twice as many returns if
you send the attack yourself, but you can't attack an entire planet.
(Too bad!)
^\0CSend Message^\07 - Hmm...I wonder...Maybe sends a message?
^\0CSpecial Operations^\07
^\04Bomb Enemy Food Market^\07 - Gives you a chance to bomb the main food
market of another planet. Many of these, combined with enough of a
military offensive, could put many a barons through civil war due to
lacks of food!
^\04Bomb Enemy Banks^\07 - This will blow holes in banks around the planet and
destroy up to 30% of the coins on the entire planet - the barons' and
the king's!
^\04Bomb Enemy Trade Market^\07 - This will blast the enemy's trading market
destroying millions of coins worth of equipment if you're lucky.
^\04Bomb Enemy Trade Routes^\07 - This will blast the enemy's trading routes
destroying random forces from trade deals throughout the realm. Realms
with the Protected Trade Agreement are safe from all bombings in this
area.
^\04Nuclear/Chemical/StarFire^\07 - These attacks launch powerful missiles
against their targets damaging a variety of areas of the realm.
^\04Spy Guy^\07 - This option will send a spy to another BBS. He(she) will
report information on all incoming group attacks and Gooie Kablooies
allowing realms to prepare for the incoming onslaughts.
^\0CGooie Kablooie^\07 - The Gooie Kablooie is the ultimate weapon of
destruction. Only one can be created at a time, and it takes a great
deal of funding by all members of the BBS. Once funded (funding depends
on the size of the target), the Gooie Kablooie will begin construction.
Once construction is complete (a few days), it will be launched to
meet it's target. Immediately upon arrival, 10% of the regions on the
planet will be destroyed instantaneously. Every day of it's existance
after the first day, another 5% will be destroyed, up to a max of 5
days at which time it will self-destruct. The only way to destroy this
"thing", is to keep battling it with Jets until destroyed. The
destruction of this weapon requires the cooperation of the entire
planet, as the amount of jets required is enormous, and the damage
irreversible.
Done with trading (or InterPlanetary Ops)? Ok...Now to messages. Write some
messages! Start some conversations! Chat a little! Talk..ANYTHING! Enjoy!
Enjoy the game!