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╔═M╗
║ POPULOUS Inter-BBS Door Game of Trading, Espionage and Conquest!
║
║ c. 1993 SoftSpot SoftWare and Bruce Ruona.
║
║ Player Documentation
║
╚═M╝
O
Welcome to the Wide Wonderfull World of POPULOUS!.
O
JA0. INTRODUCTION.
O
POPULOUS! is an InterBBS Doorgame set in a fantasy world with aspects of MAGIC,
ESPIONAGE, CONQUEST, TRADING, DIPLOMACY, and ECONOMIC MANAGEMENT, all under
complete control of the Player! /
O
Your Goal is to gain the Most CITIES and become the over-all ruler of the
empires. You gain cities by BUILDING, and by ATTACKING other players either
locally or on other boards spread through out the world!
O
Of Course, it ain't that easy!! before you can build any cities, you must have
a certain amount of COMMODITIES and POPULATION, and of course other players
aren't likely to easily give up their hard earned cities and will have used
all their resources to prevent your successfull attacks.
O
Add all of this, and a tremendous amount of player control over all aspects
of your empire, and you are in for a REAL CHALLENGE!
O
JB0. GAME PLAY OVERVIEW.
O
When You first enter the game, immediately after the title screen, you'll
be prompted for your PLAYER ALIAS by which you'll be known through-out, you
are limited to 20 characters here, failure to enter an alias will result in
your immediate expulsion from the EMPIRES! %
O
After entering your Alias, and Upon entering the game subsequent times,
you'll then be able to select from a number of different EMPIRE LEAGUES based
on which your SYSOP has entered, you may play in any number of these, but are
limited to ONE Character per League, You may also choose to play in a LOCAL
ONLY GAME which is identical to the Normal INTER-BBS Game except for the fact
that there are NO INTERBBS OPTIONS Available. (This Serves as a "Pratice
Arena" to allow players to sharpen their skills before entering the Grand
Arena) I
O
Once you select a LEAGUE to play your current turns in, you may next see a
QUARTERLY STATUS Update Report, Which is shown at the beginning of every 4th
turn and which displays various information on your empire for the previous
turns such as TAXES raised, FOOD RAISED, POPULATION CHANGES, FORCE STATUS,
etc.REVIEW THIS INFORMATION CAREFULLY, IT WILL HELP YOU DETERMINE YOUR
ACTIONS FOR THE CURRENT QUARTER! (See HINTS section at end of this file for
help on how to apply this information) )
O
Finally, you enter the MAIN MENU where all your EMPIRE MANAGEMENT ACTIVITY
occurs, followed by a series of other menus where you complete each turn.
O
JC0. GAME PLAY. #
O
O
JMAIN MENU: E
O
This is where a majority of your time will be spent as sub-functions
on this menu allow the player to assign forces to their city defenses, train
forces, protect Food reserves, view detailed information on players in other
realms in preparation for attacks, enter/view/read/send messages and a host of
other details! This screen also displays a detailed report of your current
empire status. A
O
This menu contains the following OPTIONS: %
[F]OOD MANAGEMENT [C]ITY MANAGEMENT [A]RMED FORCES
[D]ATABASE MANAGEMENT [T]ELEGRAPH OFFIC [ENTER]
O
Besides general details, this screen also displays a number of important
factors about your empire including: +
O
CREDITS: This is your disposable income spend with CARE!
TECH LEVEL: This is your technology level, certain options in the game
use this to determine availability, prices, and other effects.
STATUS: This is a culmulative indicator of your empires standard of
living, it is affected by maintaince fee payments, feeding, as
well as other external occurrances
WEATHER: This ranges from 0 to 100 and is an indicator of the type of
weather your empire is experiencing (0=Devestating Hurricane,
100=calm summer day) and primarily affects your quarterly food
production. this will tend to increase each quarter to its
maximum, and is only affected by external occurrances.
MOON PHASE: This is used during attacks to determine the number of spells
Available to your magic Users. !
O
O
POPULOUS! includes
5 different city types which you'll be dealing with
through-out this game, a summary of each city you own is displayed
on this screen including their status etc: $
O
FOOD: These are basically self-sufficient and raise a Large
quanitity of food each "quarter"
COMMERCIAL: These cities are expensive to maintain, but raise a Large
Portion of your empires disposable income each quarter.
INDUSTRIAL: These are responsible for COMMODITY Production Which you
will be needing to Build your cities, you may also BUY/SELL
excess commodities to raise some hard currency.
MILTARY: These cities are responsible for training your armed forces
as well as converting excess population into soldiers.
RESEARCH: These are your "scientific" Cities, through out the game you'll
occassionally be able to engage in specialized research on a
number of different weapons, defenses, shipping, etc
O
/Food management Sub Menu 7
O
The FOOD Menu allows one to either BUILD FOOD SILOS & PROTECT FOOD.
O
Your FOOD CITIES will Produce a certain amount of Food each Quarter, and You
may optionally purchase food at a set price during the FEEDING phase of each
turn, such food is simply piled up around your empire and is referred to as
"UNPROTECTED" Food and is thus subject to the vagaries of the Weather,
Sabotage and other mishaps, However BUILDING SILOS allows one to place
Unprotected food in the silo and help reduce or eliminate such mishaps.
O
Your Food Silos may only hold a certain amount of Food, you are notified of
their capacity and current quanities here. The Price to build SILOS is
Expensive (and INCREASES as your Tech Level INCREASES) but well worth the
cost and effort! ?
O
/CITY management Sub Menu 7
O
of All the menus and sub menus on the main menu this one is the most
Important! E
O
On this menu you'll control all aspects of your cities including moving
population around between cities, Assigning Tax Rates, and their Defensive
force Management. >
O
A. MOVING POPULATION. :
This option allows one to assign population from One city type to another,
with certain limitations-- such as minimum population requirements. With this
option, You may move any number of people to another city in order to
increase the receipents status, Production amounts, and of course taxes
raised. H
O
For Example if your FOOD CITIES have an excess population, you may wish to
move some of them to your COMMERCIAL CITIES in order to increase the taxes
raised. H
O
B. ASSIGN TAX RATES: ;
Each city type will produce a certain amount of revenue each quarter based on
their STATUS, TAX RATE, and POPULATION. This sub menu will allow you to
individually set the tax rate for each type of city you own.
O
You may set any TAX RATE you wish from 0 to 100%, HOWEVER The HIGHER the TAX
RATE, the Lower the Status, thus resulting in a decrease of revenue per
person. Generally a tax rate of approximately 10% will keep your population
happy, and produce (Barely) sufficient revenues for your other operations.
O
C. ASSIGN DEFENSIVE FORCES: 4
This is identical to the
ARMED FORCES MENU, and allows you to individually
assign your General armed forces to an individual city type.
O
╔═=╗
║WARNING: ONLY those forces currently assigned to DEFENSE are ║
║included in an attack computation against your empire!! ║
║Forces assigned defensively are _NOT_ available for your ║
║general attacks against other players unless they are first ║
║removed from DEFENSE. (║
╚═=╝
O
You may add or remove forces as you wish with no penalty.
O
/ARMED FORCES management Sub Menu /
O
Your ARMED Forces are used both as attacking/defensive forces, this menu
provides complete management of the various types, their training/
effectiveness etc. ;
O
Your armed forces consist of the following types and special abilities:
WARRIORS: These are your "Dog Face's" they bear the brunt of all
attacks.You can never have too many!!
AGENTS: These are your ESPIONAGE Operatives, and have abilities to
really hurt other empires through acts of sabotage.
MAGIC USERS: These are your spell casters and have special abilities to
cast some REALLY nasty spells!
COMMANDERS: These are your Military leaders, without a sufficient
quanitity of these, your Warriors are useless!
O
Note that when assigned to defensive forces, AGENTS act in a
"Counter-Espionage" capacity and help to prevent acts of sabotage against
your empire. Also MAGIC USERS will use certain defensive spells when
assigned to your defenses to help prevent MAGIC spells from succeeding
against your empire. :
O
Displayed on this menu screen are a number of factors affecting your armed
forces, especially significant are the
EFFECTIVENESS and
TRAINING percentages.
O
EFFECTIVENESS Is a culmulative indicator of past payments, feeding amounts,
and attack/defense results 5
O
TRAINING is an indicator of the amount of training each force class has been
engaged in, the better trained a force is the more abilities they have and
the better their attack/defense results will be!
O
MENU options available here are as follows: $
O
A. PAYMENTS to EFFECTIVENESS: 2
This is in ADDITION to your NORMAL Force maintaince fees, this option
allows you to pay an ADDITIONAL amount to your forces in order to increase
their effectivess faster then normal process' would allow. NOTE: Such
payments will not actually take effect until the next run of the maintaince
utility. G
O
B. TRAINING: C
This option allows you to send your troops to "school" for some advanced
combat training, The amount necessary here is a function of the force type,
their effectiveness, and your TECH LEVEL. Such training will take a period
of days before it becomes effective. +
O
Training is important to a forces success in combat as well as gaining
opprotunities for some advanced abilities. %
O
O
C. WEAPONS ARMORY: =
This function allows you to assign weapons to your
WARRIORS/COMMANDERS. The
more advanced weapons a force has available to it the harder it is to defeat
on the field. @
O
As a new player your initial weapons selection is severly limited, however as
your empire grows (IE Gains in TECH Levels) more and more weapon types will
become available to you through a process of scientific enquiry involving
your research cities in special projects. &
O
/DATABASE Sub Menu >
O
This option allows one to view various reports and statistics on other Empires
and general door documentation. Some of the reports here include over all
player lists of Other Empires as well as lists of a specific Empire.
O
Additionally, there is a Selection on this menu to allow the user to CUSTOMIZE
OPTIONS according to their needs. Various customizable options include
Terminal Type, NEW MAIL Check, and AUTOPAY Feature.
O
the TERMINAL TYPE Option allows the player to select a DEFAULT terminal type,
either ASCII/VT 100, ANSI or AVATAR 0. Note that this information is
generally determined from DOORINFO?.DEF when the door loads, however this
option will allow one to change this information for this and all subsequent
plays in the door. =
O
The NEW MAIL Check feature will allow the player to enable/disable the
checking of new mail during access to the MAIN MENU Access screen.
O
the AUTO PAY TOGGLE will turn the "AUTO PAYMENT FEATURE" Off/On. During
access to the various empire maintaince menus such as force/city payments,
population feeding, and others, there is a default amount that is requested,
if "AUTO PAY" is ON this amount is automatically selected after a short
abortable delay IF the Player has sufficient amounts to meet the current
requirements, NOTE This option is ONLY Available if the CURRENT terminal type
is ANSI or AVATAR!! <
O
/TELEGRAPH Sub Menu =
O
Use this option to access a wide range of MESSAGE activities including READING,
Writing, and Sending INTER-BBS Messages. If NEW MESSAGE CHECK is ENABLED on
the database CUSTOMIZE OPTIONS selection You will be notified of new messages
awaiting you on entry to the MAIN MENU at the beginning of a turn or on return
from a sub menu on this menu. 2
O
╔═?╗
║Results of the DAILY MAINTAINCE run are reported to players as ║
║normal PUBLIC Message so be sure to read at least once a Day!! ║
╚═?╝
O
Messages are maintained on the system for upto a week, allowing players to
reread old messages. Messages are also unlimited (well Almost.) in size and
number of messages maintained. 1
O
READING: G
You may choose to read NEW MESSAGES, or From a specific message #. Note
that You may only read messages marked as PUBLIC.
O
While READING messages you may also trace through the related messages either
forward or backward. You may also easily respond to a specific message by
choosing the response option--if you respond to an INTERBBS message the
response will be automatically sent to the appropriate player on the
destination empire. <
O
SENDING: G
You may send Either LOCAL messages or INTER-BBS messages to a specific
receipent or to ALL By entering "ALL" on the TO: Line. If You send a message
to a specific receipent, you also have the choice of Marking the Message as
either PUBLIC (readable by anybody) or PRIVATE (readable ONLY by the
receipent) E
O
JCITY MAINTAINCE MENU: :
O
After leaving the main status Menu(s), you'll enter a series of menus where
all the actual empire maintaince for the current turn will occur. Note that on
all these menus, a default payment amount is shown in brackets, pressing a
bare <RETURN> will select this amount, as will turning on the AUTO PAY FEATURE
on the DATABASE Customize Options submenu (except without the necessity of
hitting the RETURN KEY. 8
O
The First of these is the "CITY MAINTAINCE MENU", on which you will need to
pay fees for each city type owned. -
O
You may choose to pay only certain city types, or pay certain city types More/
less then they ask for by simply selecting the appropriate city types.
E
On this and all subsequent menus, the default amounts shown are actually the
approximate minimum amounts necessary to maintain unit status at its current
levels. H
O
The payment amounts on this and all subsequent menus are based on the units
current status, your TECH Level and some small random factors.
O
JARMED FORCES MAINTAINCE MENU: 2
O
If You have ANY forces at all you'll next see the "ARMED FORCES MAINTAINCE"
Menu which is identical to the CITY Maintaince menu, except this is where you
pay your armed forces their monthly salaries. "
O
Note that You pay your OFFENSIVE FORCES as a GROUP while you may pay your
DEFENSIVE based on the CITY TYPE that they are assigned to.
O
JFOOD DISTRIBUTION MENU: 8
O
Following the payments of your City and Force costs, You next enter the FOOD
DISTRIBUTION MENU. On this menu You distribute the food raised by your FOOD
CITIES to your population and forces. *
O
OFFENSIVE FORCES are once again fed as a group while you may choose to feed
individual city types as you desire. DEFENSIVE FORCES are included in the
appropriate city type to which they are assigned.
O
NOTE: FOOD CITIES Are considered "self Sufficient" and will not require any
food allocations. >
O
Feeding amounts are based quanities owned of each city or Force type and their
effectiveness. A
O
for FORCES, Food Requirements in Order of Least to Most are:
MAGIC USERS, AGENTS, SOLDIERS, And GENERALS
O
For CITY TYPES Food Requirements in Order of Least to Most are:
FOOD, RESEARCH, COMMERCIAL, MILITARY, INDUSTRIAL.
O
JINDUSTRIAL PRODUCTION/ALLOCATION MENU: )
O
Once you gain a few points of TECH LEVEL, and have constructed some INDUSTRIAL
CITIES, You'll now enter the INDUSTRIAL PRODUCTION MANAGEMENT menu where
You'll be dealing with setting the Production percentages and paying for your
quarterly COMMODITY PRODUCTION. 0
O
Your actions here will be CRITICAL to the success or failure of your Empire!
O
Commodities serve a number of usefull purposes, primarily, they allow you to
complete new city construction, Further, they also allow one to SELL Excess
commodities and raise additional credits. &
O
When You first begin play in a new empire, You'll randomly be assigned
8 different commodity types which your industrial cities may produce out of a
total avaialable of 16 different types of commodities, Each city type that you
begin construction of in the following CITY CONSTRUCTION PHASE will require a
number of different Types (Some of which you may not even Produce and will
have to TRADE for!) <
O
On this menu, you may allocate your TOTAL Production capabilities to any of
the commodities that you are able to produce, with each allocation ranging
from 0 to Avaialble production percentages (100% less previous allocations).
O
Finally, you will need to pay a certain fee for each commodity that you've
allocated a percentage too. 4
O
Actual production of Commodities will occur during the nightly maintaince
run, you'll be notified of amounts produced via your normal daily
maintaince message (see Telegraph section) !
O
Actual amounts of each commodity produced is a function of your Tech level,
your empire Status, and amount of population in your INDUSTRIAL CITIES.
O
JCITY CONSTRUCTION PHASE MENU: 2
O
Next we enter the CITY CONSTRUCTION PHASE where we build new cities.
O
However, before we can begin to build any new cities, we need some excess
population, Specifically, we'll need at LEAST 750 people able to populate EACH
new city that we wish to construct. Such "excess population" comes from the
total of ALL your city types and is simply the amount of population over a
minimum population PER CITY of 750 people--For Example, if you own 10 cities
(of any type) with a total population of 8,0, You'd have an "excess" of 500
people--NOT ENOUGH TO BUILD EVEN ONE CITY!! (8,0 total population minus 10
cities at 750 population Minimum per city = 8,0 - 7,500 = 500)
O
You may begin construction of any of the city types here, however not all
cities will be available until your TECH LEVEL is at least equal to the
minimum level displayed on the menu. Based on your CURRENT TECH level, your
city construction period will range from a single day up to a maximum of 14
days, you may view your list of cities currently under construction by
selecting LIST From this menu to display a list of all cities under
construction, the number being built, and the remaining days to completion.
Whenever you begin building ANY cities, sufficient population to build the
number of cities selected is removed from your available population and "held"
until the cities are completed, and are thus unavailable for daily/quarterly
production (population is removed proportionally from all your cities based on
the ratio of individual city type population to TOTAL population)
O
Cities are actually completed during the daily Maintaince run,
You'll be notified of city completions as a part of your normal daily
maintaince message. If you do NOT Have sufficient COMMODITIES at the time of
completion, the cities will NOT be completed on schedule and will be delayed
until sufficient commodities are present!! %
O
JMILITARY TRAINING PHASE MENU: 2
O
If you currently own any MILITARY CITIES, you'll next see the MILITARY
TRAINING Menu. On this menu, you may select to train EXCESS population in the
art of combat. You may choose to train any of your excess population into any
of the different types of forces (Warriors, Agents, Magic Users, or
Commanders) resulting in converting population into armed forces.
O
Based on your current TECH LEVEL, such training will take a certain period of
days from 2 or so up to approximately one week and thus are unavailable for
daily/quarterly Production. (Population is removed proportionally from all
your cities based on the ratio of individual city type population to TOTAL
population). You may view your forces currently undergroing training by
selecting the LIST function to display a list of Force types, amount, and
remaining days to training completion. )
O
Training actually occurs during the daily maintaince run, You'll receive
notification of training completion via the normal daily maintaince message.
Trained forces are added to your GENERAL armed forces pool automatically.
O
JRESEARCH PROJECTS PHASE MENU: 2
O
If You currently Own any RESEARCH CITIES, You'll come next to the final Empire
management menu, on which you may engage in any available optional Scientific
Research Projects (otherwise you are taken directly to the BROKER MARKET
menu). I
O
Such research projects cover a WIDE variety of topics, most however will deal
with increasingly deadly WEAPON types, and in fact are the only way that you
may gain access to purchasing of these advanced weapons!!
O
Both availability of Research projects and a projects completion time, are a
function of your TECH LEVEL.From time to time, as your TECH level increases,
you gain access to NEW research projects, You may wish to engage in these at
any time you wish. Each project will Cost a considerable number of credits to
successfully complete and take a number of days before they are completed.
O
You'll be notified of Project completion as part of your normal daily
maintaince message. <
O
JCOMMON MARKET/BROKERAGE MENU: 2
O
This market presents opportunities to purchase commodities, Sell excess
commodities, purchase general goods and in general prepare for the upcoming
ATTACK menu. C
O
OPTIONS Available Here include: 0
VISIT BAZAAR: This Option allows you to vist the COMMON MARKET where you
may purchase/sell additional weapons, Spell components,
additional construction crews and other such general
merchandise. 4
O
VISIT BROKERAGES: This Option is where you may PURCHASE or SELL excess
Commodities, there are actually two options here, LOCAL and
INTERNATIONAL allowing one to Buy/sell commodities either
locally or on an international basis.
K
VIEW SALE LIST: This allows one to view a list of Commodities currently
offerred for sale and their prices.
O
VIEW COMMODITY STATUS: This allows you to review your CURRENT commodity
requirements and availability. "
O
VIEW EMPIRE STATUS: This TEMPORARILY takes you back to the main EMPIRE
STATUS MENU. 4
O
/BROKERAGE SUB MENUS: ;
O
YOU WILL NOT BE ABLE TO ACCESS THESE MENUS UNLESS YOU CURRENTLY OWN SOME
INDUSTRIAL CITIES! :
O
The LOCAL and INTERNATIONAL brokerage menus are identical to each other and
function similar to each other, with the exception that SELLING Commodities
internationally will request a destination empire to which you wish to offer
to sell the commodity to. 6
O
SELL ORDERS: C
To SELL Excess Commodities simply select the ENTER SELL ORDER option. You'll be
prompted for the COMMODITY type you wish to sell, the AMOUNT you wish to SELL,
and the PRICE you Wish to SELL at. Note that before entering this information,
you'll be shown a list of your CURRENT commodity Quanitities available for sale
O
Once You confirm the Current SELL ORDER, the Quanitity offerred for sale will
removed from your stocks and placed into the brokerage market for purchase by
other players at your offerred price. *
O
BUY ORDERS: D
You may ALSO offer to BUY certain commodities at a price you set by selecting
the ENTER BUY ORDERS options. In a style similar to SELL ORDERS, You'll be
prompted for the COMMODITY type you wish to BUY, the AMOUNT you wish to BUY,
and the PRICE you Wish to BUY at. Note that before entering this information,
you'll be shown a list of your CURRENT commodity Quanitities available.
O
Once You confirm the BUY order, the order will be placed in the BROKERAGE
market where players may SELL you the commodity you wanted at your agreed
Price. I
O
BUYING/SELLING: @
to ACTUALLY complete a trade, simply select the ACCEPTANCES OPTION, You'll be
able to step through ALL the BUY & SELL Orders on file and accept or reject
each offer individually. 7
O
Any activity involving a buy or sell offer from you will be reported back to
you via a MESSAGE available in the TELEGRAM OFFICE.
O
╔═7╗
║NOTE that the Brokerages governing body has set certain║
║minimum and maximum prices for buy or sell orders based║
║on the commodity type being offerred. ║
╚═7╝
O
JATTACK MENU!: B
The Final Menu you see on each turn is the ATTACK OPTIONS Menu, which allows
you to attack players LOCALLY or INTERNATIONALLY, with International attacks
consisting either of an INDIVIDUAL ATTACK or a GROUP ATTACK. We'll also be
able to use our AGENTS to perform various acts of sabotage against another
player as well as our MAGIC USERS to cast some really devestating spells
against another player. 8
O
The Attack Menu consists of the following options:
[
L]
OCAL ATTACKS
[
N]
ATIONAL ATTACKS
[
V]
IEW GROUPS [
F]
ORM GROUP ATTACK
[
J]
OIN GROUP {
ENTER}
to Continue
O
LOCAL Attacks will allow you to select a player on YOUR BBS as the receipent
of your attack, while
NATIONAL Attacks will allow you to select a player on
another BBS playing in your current League. You may also form or Join a
GROUP
ATTACK which consists of a number of players on your BBS joining together into
one large attack against a selected target on another BBS (note that you can
NOT havwe a group attack against a LOCAL Player).
O
Regardless of which attack option is choosen, the process of allocating forces
(including Spells and Sabotage) is identical. Once you've selected an
appropriate target (including EMPIRE if international attack) you'll enter the
"ATTACK ALLOCATION MENU" where you'll allocate all forces, weapons, Spells and
sabotage to the attack. 7
O
The Attack Allocations menu consists of the following options:
ALLOCATIONS CAST SPELLS WEAPONS
CITY SELECT ARMORY DONE
ABORT VIEW TARGET. (
O
Attack Operations (Either Spells, Sabotage, or Actual Attacks) are computed
based on the "EFFECTIVE FORCE SIZE" of the Attack vs. the Effective Force size
of the Defender. Effective force Size is a function of the FORCE TYPES
Effectiveness, Training, Weapons, and size of Force Type included.
O
The Normal order for computing an attack is Sabotage, Spells, and Attack.
However, the Attacker has the choice of computing Sabotage First or Second by
Toggling the appropriate state in the SPELLS/SABOTAGE MENUS.
O
ALLOCATIONS: C
The Allocations option will allow you to assign your available OFFENSIVE
forces to the Attack (those NOT assigned to CITY DEFENSES). These include
Warriors, Magic Users, Agents, and Commanders.
O
WARRIORS are the Most effective component of the Attack, so the more you can
allocate the better your chances of success are, HOWEVER, Be sure to allocate
a sufficient amount of COMMANDERS to command your warriors or you'll be
wasting your warrior force! (each group of approximately 50 warriors requires
ONE COMMANDER) A
O
You MUST allocate some Magic Users or Agents if you wish to also include
SPELLS or SABOTAGE in your attack force! '
O
CAST SPELLS: C
if You have included MAGIC USERS in your attack force, You may also choose to
have these Magic Users Cast SPELLS as part of the Attack, each spell cast will
have different effects depending on which spells you wish to cast. You are
limited to a certain number of spells PER DAY depending on the MOON PHASE
shown on your EMPIRE STATUS MENU--The Fuller the moon, the More spells you may
cast each day! the More TRAINED (see TRAINING MENU) your Magic users are, the
more spells that become available to them each day.
O
Currently available Spells include: ,
O
?▄N
?▒YE Olde Book of Arcane Knowledge▒
?▀N
SPELL: DESCRIPTION
▀N
A. ET TU FAE Destroy Toop Morale & Lowers Effectiveness
B. E EKA UTAY Destroy Training Advancement
C. E MA U Effects Weather and Food Production
▒N
"?" List Spells "!" TOGGLE: Spells FIRST
▀N
0 Mages Casting 0 Spells 2 Remaining Spells
p Effective Force Size: 15
p ATTACK COST: 694 Avail. Credits: 437,938
Select SPELL By LETTER [ENTER] to EXIT: (
O
To Cast an individual spell from this menu, simply select the LETTER of the
Spell to cast, You'll then be Shown that you have a certain number of MAGIC
users available (IE: those you've allocated to the Attack) and asked How many
to Allocate to this Spell. NOTE: You may allocate Multiple spells to each
Mage, but doing so LOWERS the chance of spell success! Therefore it is not
recommended that you allocate more mages to spells then are actually included
in the Attack! A
O
A. ET TU FAE if successfull, this will result in an approximate 10%
reduction in DEFENSIVE force effectiveness.
O
B. E EKA UTAY This will lessen DEFENSIVE force Effectiveness by making
defenders "forget" some of their training.
O
C. E MA U This will Cause a change for the worst in weather
THROUGHOUT the defenders Empire and will end up lessening
food produced. /
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Casting spells does NOT cost any Credits! You may see the list of CURRENTLY
cast spells by pressing the "?" Key. You may also choose to have the Attack
results calculated by computing SPELLS BEFORE any SABOTAGE by the "!" Key.
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SABOTAGE: F
If You've included AGENTS in the Attack force, You may Choose to have these
agents engage in some ESPIONAGE activity by selecting the SABOTAGE Option.
Each day you may engage in a certain number of such espionage missions based
on the TRAINING Level of your AGENTS, the Higher the TRAINING, the Better your
chance of success and the more missions they may engage in.
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Currently available Sabotage missions include: !
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?▄N
?▒MAYHEM, MISCHIEF AND OTHER DEEDS▒
?▀N
MISSION COST/Thief DESCRIPTION
▀N
A. Destroy Food 2,500 cr
Destroy Food and Perhaps some Silos
B. Treasury Robbery 4,0 cr
Attempt to steal credits from treasury
C. Poision 8,0 cr
Poision Water supplies & kills forces
▒N
"?"
List Missions "!" TOGGLE: SABOTAGE FIRST
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0 Thieves assigned to 0 Total Missionsp 2 Remaining Missions
p Effective Force Size: 11
p ATTACK COST: 694 Avail. Credits: 437,938
Select Mission By LETTER [ENTER] to Exit: &
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To engage in an individual mission from this menu, simply select the LETTER
of the mission, You'll then be Shown that you have a certain number of AGENTS
available (IE: those you've allocated to the Attack) and asked How many
to Allocate to this Mission. NOTE: You may allocate Multiple Missions to each
Agent, but doing so LOWERS the chance of Mission success! Therefore it is not
recommended that you allocate more Agents to Missions then are actually
included in the Attack! 8
G
A. Destroy Food 2,500 cr This will destroy some of the Defenders
UNPROTECTED FOOD, if REALLY Successfull,
it may also destroy a silo or two.
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B. Treasury Robbery 4,0 cr This is an attempt to "steal" some of the
defenders Credits. If Successful, You WILL
receive the stolen Credits!!
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C. Poision
8,0 cr This is an attempt to Poision the Water
supplies in the defenders empire, if
successfull, a small percentage of the
defenders forces will be killed out-right!
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Note that Each mission has a specific Cost PER AGENT included in the Mission!!
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WEAPONS: G
This option will allow you to select the Weaponery to include in the attack,
each WEAPON has a Factor attached to it, the Higher the Factor, the more
effect this weapon will have on the attack results. Note that you may only
allocate weapons CURRENTLY held by each type of force.
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ARMORY: H
This will allow you to vist the armory of your OWNED (but not allocated)
weapons and allocate weapons to forces before allocating the individual weapon
types to the attack. ;
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CITY SELECT: C
This will allow you to select which of the Defenders city types you wish to
Attack, You may also choose to attack ALL city types owned by the target by
selecting the ALL CITY option (Note that the "ALL CITY" option is the DEFAULT)
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Attacks will only use the forces assigned to the Selected city type in
computing the results of the Attack, Sabotage or Spell. A Successfull attack
will return a quanitity of the selected city types based on the Targets Size
and your Attack force Size vs. the Defensive force size.
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VIEW TARGET: C
This will present you with a HIGHLY Detailed view of the TARGET Player, Indeed,
it actually takes you through the EMPIRE STATUS MENUS, With the TARGET Player
Shown (Note that many of the editing options however are NOT available at this
time!!) H
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DONE: J
Once you are satisified with your Force allocations, Spells, and Sabotage,
Select the DONE option to actually PROCESS the attack forces.
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if this is a LOCAL ATTACK, the attack results will be computed IMMEDIATELY.
If this is an INTERNATIONAL ATTACK, the attack package will be packaged up for
Transmission to the destination BBS via your BBS' Mailer package, in this case,
You'll receive the results back in a day or so as a NORMAL MESSAGE available
on the TELEGRAPH MENU. 9
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If the EFFECTIVE FORCE SIZE is less then 1 when you select DONE, the attack
will be considered ABORTED. 4
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ABORT: I
selecting ABORT will cause the Attack to be aborted, with no spell or sabotage
useage. H
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GROUP ATTACKS: A
You May also FORM or JOIN in a GROUP attack against a Target player on another
BBS via the GROUP options on the main Attack Menu. A GROUP attack consists of
a number of players on your BBS joining together Forces, Spells, and Sabotage
into one LARGE outgoing Attack. This is especially usefull against LARGE
players on another board that individually you could not defeat.
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Unlike a normal INDIVIDUAL Attack against an International player, GROUP
ATTACKS are NOT Packaged for the destination immediately upon formation,
instead, the forming player may DELAY their departure a number of days in
order to give other players a chance to "Join in the fun". Throughout this
delayed period, players may freely ADD or REMOVE forces from the group,
however such forces included in Group attacks ARE removed from their available
forces until the Group RETURNS from the destination BBS!
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a returning SUCCESSFULL Group attack will return a number of the selected city
types TO EACH PLAYER HAVING FORCES IN THE GROUP. The Number of cities each
player receives is in proportion to the players forces included in the group
in comparsion to the TOTAL size of the group. "
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NGOOD LUCK, GOOD HUNTING, I WISH YOU ALL THE SUCCESS!!
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