___ ____ ___ _____ ___ ___ _ _ ___ ___ ___ // X // \\ X // \\ X \\ X X // \\ X \\ // \\__ X__ X X X X X_// X X XxxxX X_// \\__ \\ X X X X X X\\ X /\ X X X X \\ \\ ___// X___ \\_// X \\_// X \\ \\//\\// X X X \\ ___// __ __ __ [] [] [] [] [] [] __[]__[]__ +-=-=-=-=-=-=-=-=-=-=-=-=-=-+ +-=-=-=-=-=-=-=-=-=-=-=-=-=-+ |A JW Productions Production| |Created by: | | Copyright (c) 1989-1990 | | wybbs!jwprod!wulfgar | | Version 1.0 | | (InterNet) | +-=-=-=-=-=-=-=-=-=-=-=-=-=-+ +-=-=-=-=-=-=-=-=-=-=-=-=-=-+ Once upon a time, on a Paragon Amiga board, there was an online door called Nameless Wars. This was the most popular door that BBS had ever known. It was played and loved by all. Alas, it had long maintenance events, and had crashing tendancies. The sysop removed it to save the rest of his board. When he at last put up a working version, it paled in comparison to the original. Many people were greatly distressed, but continued to play in feeble attempt to recall the 'Glory Days.' One bright young programmer was moved to action. He thought unto himself, "Surely I can make something better than this." He grabbed his Benchmark Modula-2 Compiler and set to work. The end result was a program of epic proportions, with a galaxy more than 1000 times larger than the original, the capability for several thousand players possessing billions of fighter craft each. That titanic program lies ahead...and it is not for the meek! PLAYING THE GAME I'm basically too lazy too write complete documentation at this time, but here are some tips for understanding how the game is played: The object of Sector Wars II is to become the biggest, meanest, richest, most powerful person around. This is done in three ways. 1. Skillfully trade. There are several different types of planets which have and require different types of commodities. 2. Claiming territory. This is done by placing defence forces all around the territory you wish to claim. 3. Eliminating the enemy. This must be done carefully, as no profit comes from indiscriminately slaying other players. HOWEVER, destroying other player's defense forces does bring a cash reward. THE UNIVERSE In the original Sector Wars, the universe was 1000 noncontiguous sectors in which players lived, died, and traded. In Sector Wars II, however, the Universe is slightly larger. Recent scientific advances have proved that the universe is a comprised of 1,000,000 sectors arranged in a 1000 x 1000 matrix. Thus, instead of moving from sector 256 to sector 863, a player moves one sector to the north, south, east, or west. The sectors are more creatively named with Greek letters. Horizantally, the universe is divided into ten parsecs, which are divided into ten octants, which themselves are divided into ten sectors. The parsecs and octants each bear one of ten Greek letters: Beta, Gamma, Delta, Zeta, Kappa, Lambda, Sigma, Tau, Phi, Chi, in that order. The horizantal sectors are assigned letters A - J. The vertical sectors are numbered 000 - 999. Thus, play begins in sector Beta Beta A - 000. Movement is accomplished through the numeric keypad, with apologies to those with computers without such keypads. TRADING Each planet produces a commodity, and requires a commodity. The skillful trader in a populated area can turn a handful of credits into a huge fleet, spare holds, a pocketful of cash, and an empire. Some planets produce things that are available on Earth so that people who wish to start an empire some distance from Beta Beta A - 000 need not depend on Earth. ALLIANCES The wise player will realise that it can be difficult to survive in such a huge universe without friends. To this end, players may form alliances. Allied players will not be harmed by each other's defense forces. EMPIRES Since planets do not care who they trade with, it is wise to stake out a claim with defense forces. These defense forces attack anyone who is not in your alliance.