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Monster Media 1996 #14
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Monster Media No. 14 (April 1996) (Monster Media, Inc.).ISO
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t2120v10.zip
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COMMANDR.TXT
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Commander's Briefing for TERRITORIES 2120
Authored by Jeffrey D. Hoffman. Copyright (c) 1996. All rights reserved.
http://www.sharbor.com/rpgSoft/
Introduction
TERRITORIES 2120 is a strategy oriented, universal conquest simulation.
Relatively speaking, in the year 2120, the universe has become a very small
place. With the discovery of warp-paths and wormholes, movement from galaxy to
galaxy can be accomplished in a matter of Earth-days instead of light years.
It has also become apparent that the universe is, by no small amount, barren of
intelligent life. In fact, and most unfortunately, the many alien races view
one another as hostile and intend to destroy one another. Their ultimate goal:
complete control of the known universe.
United behind a common goal, the people of your race have elected you
commander-in-chief of their armadas. You control vast fleets of fighters
spanning the galaxies in an attempt to conquer all those in your path. Failure
to win means xenocide for your race. Survival is dependant upon your showing
no mercy.
Objectives
Section I
The universe is divided up into galaxies, which in turn, are divided into
quadrants. Each galaxy has up to fifty-two quadrants. Your objective is to
conquer each quadrant by establishing at least one fighter presence in each.
Your fleet is made up of said fighters. You have a limited supply when you
begin in a new galaxy. Each quadrant you conquer can be mined for a specific
amount of minerals which can be used to produce fighters by the factories on
your flagship. As the number of galaxies you have conquered increases, your
fighter production increases also. When all other alien presence is eliminated
from a galaxy, your flagship takes a small segment of the fighters and leaps
into the next galaxy to begin anew.
Starting a new race
Section II
The very first time you enter TERRITORIES 2120, you will be given an
opportunity to enter your name as it will be known to the other races. This
name can be anything you like. Remember, your hopes are that one day the very
mention of this name will invoke fear in the hearts of all other races. After
you have signed your name, the tactical computers will present you with an icon
(symbol) which will represent your forces on the galactic maps. Remember this
icon, as you should hope to see it highlighting each system in the universe
soon.
Immediately after your icon is assigned, your initial fleet of fighters will
drop out of a worm hole into the closest unconquered quadrant. There is the
possibility that if you arrive in the quadrant too late, there may not be any
unconquered quadrants. YouÆre flagship will be unable to establish a starting
spot, so you will have to wait until the next galaxy is available.
Playing the game
Section III
The following sections outline the commands used to play TERRITORIES 2120. You
will discover that there are remarkably few commands driving game play:
COMMANDS HELP MOVE QUIT SCAN STAT
About the tactical display
The main play screen involves two sections. The largest part represents the
tactical view of the galaxy. Each galaxy is labeled with a single letter
ranging from A-Z and a-z. The labels are in dark green LED, with the exception
of the quadrant you are currently focusing your attention on. This quadrant is
highlighted in bright green LED. A white dot iconifies an unconquered solar
system. When you first enter, odds are very good there will be a lot of white
systems. If there is an icon other than a white dot, this represents the icon
of the race that now controls that system. Notice that your starting quadrant
is detailed with your race's icon.
Specific information on the highlighted quadrant is listed below the tactical.
This information includes the name of the quadrant, the number of minerals
produced by the system, the number of fighters maintaining your hold on the
quadrant, and the warp-paths leading to other systems from here. You will
notice that systems available through warp-paths also *flash* on the tactical
screen.
Viewing other sectors
To shift the focus of the tactical to a different sector, you can make use of
two commands. One command deals directly with your own conquered quadrants:
STAT. If the focus of the tactical is on quadrant-J and you want to move
fighters out of quadrant-o, you need to shift the focus to quadrant-o. For
example:
0> stat o
The focus will shift to quadrant-o and you can proceed to issue orders to the
fighters there. On the other hand, if you want to gather information on a
sector that is not directly controlled by your forces, you need to use your
long-range scanners: SCAN. This command returns information about any enemy
forces in the sector and the mineral worth of the system. You can not find out
information about warp-paths until you have conquered the quadrant. For
example, to scan quadrant-Z which is controled by enemy forces, you would type:
0> scan Z
Moving fighters
There are two ways to move fighters. If you are moving fighters from one of
your conquered quadrants to another of your own conquered quadrants, fighters
can be moved regardless of warp-paths. However, if you are moving fighters
into a galaxy that you do not control, you must reach it through correct warp-
paths. Fighters are moved with the MOVE command. For example, assume you
begin in quadrant-A with 25 fighters. This quadrant has warp-paths to
quadrants- Q, r, and z. To move 10 fighters to quadrant r, you can use the
following command:
0> move 10 to r
When you move fighters into an galaxy that you do not control, the focus of the
tactical immediately switches to the new sector. Moving fighters within your
own territory does not shift the tactical focus.
Combat
If you move fighters into an enemy-occupied quadrant, your fighters will engage
the forces rooted there in an attempt to take-over the quadrant. Combat is
displayed in real time. You see your forces against the enemy forces. Each
round, you see the number of fighters that each race had going into the round,
followed by the number of fighters destroyed during that round. You are
defeated when all of your forces are destroyed. If you destroy all of the
enemy forces, you gain control of the sector.
Turns
Each day you have a specific number of turns. A turn encompasses moving
fighters anywhere in the galaxy. Performing scans or STAT commands does not
constitute a turn. The number of turns you have used each day is displayed
prior to the prompt. For example, 0> means you have not made any turns today,
whereas 5> means you have made five turns already.
Losing the game
If enemy forces over-run all of your presense in a galaxy, your fleet
immediately leaps into warp and waits for the next galaxy to be discovered.
Once defeated in a galaxy, you can not try to re-establish yourself in a new
quadrant.
Winning the game
Defeating all of the other forces in the galaxy constitutes winning. After you
have gained control of a galaxy, your flagship and a small squadron of fighters
will leap into hyperspace on route to the next galaxy to begin anew.