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manual.txt
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1997-01-01
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db 00 00000000 000000 00000b 00000b db
d00b 00 00 00 00 90b 00 90b d00b
d0P90b 00 00 00 00 d0P 00 d0P d0P90b
d0P 90b 00 00 00000 00000K 00000K d0P 90b
d0P 90b 00 00 00 00 90b 00 90b d00000000b
d0000000000b 000000 00 000000 00 00 00 00 d0P 90b
d0P 90b
d0P 90b
d0P 90b Created 1994-1996 by:
dXXXXXXb
dXXP 9XXb Spectacle Software
dXP d00000Xb
XP d000P 9X Niels Roest (program)
X000P d000X
Xb d000P dX Erich Scherer (graphics & manual)
9X00000P dXP
9XXb dXXP XX.XX.1996 Version 1.0
9XXXXXXP
SHORT INSTRUCTIONS
This text can be accessed in-game by choosing 'About Alterra' in the
'Game'-menu. (Not yet in this version)
'Lmb' and 'rmb' are abbreviations for the left and right mouse buttons.
* Goal
Conquer all cities with your armies.
* Screenlayout
OVERVIEW MAP (left), DETAIL VIEW (right)
INFO AREA (down-left), BUTTONS (down-right).
* How to scroll the DETAIL VIEW
1) Click the rmb on the DETAIL VIEW (to center around the mouse);
2) Use the arrow buttons at the center of the screen;
3) Use the arrow keys on the keyboard;
4) Click on the OVERVIEW MAP.
* The BUTTONS, from left to right
1) 'center around army'
2) 'move army along path'
3) 'no (further) orders for army'
4) 'defend army'
5) 'create path for army'
6) 'delete path'
7) 'deselect army'
8) 'next army'
* Armies
An army consists of up to eight units on the same square. The
contents of the selected army are shown in the INFO AREA. By
clicking on a unit in the INFO AREA, you can switch it between
'active' and 'inactive'. During movement, only the active units
move, the inactive units are left behind.
* How to select an army
1) Click on any of your armies with the rmb to select it;
2) Use the 'next army'-button (the right-most BUTTON);
3) If currently no army is selected: click on an army with the lmb
to select it.
* Movement and battles
Click on the destination square, or use the numeric keypad to move
the selected army. Armies can move until one or more units run out
of movement points.
* How to deselect an army
Click on the selected army with the lmb, or use the 'deselect
army'-button.
* The city sheet
Access this sheet by selecting the 'Cities'-entry in the 'View'-
menu, or by clicking on a city with shift + lmb. On this sheet, you
can manage your city's production.
COMPLETE MANUAL
CONTENTS
1. Introduction
2. Installation
3. Shareware
4. Starting the game
4.1. Player selection
4.2. Map selection
4.3. Game options
5. Controls
5.1. The mouse
5.2. Buttons
5.3. Other parts of the screen
5.4. Keyboard shortcuts
6. Movement
6.1. Selecting/ deselecting
6.2. Stacks, groups and units
6.3. Movement: general
6.4. Mouse movement
6.5. Keyboard movement
6.6. Movement bonuses
6.7. Roads
6.8. Boats
6.9. Flying
7. Cities
7.1. The citysheet
7.2. The designsheet
8. Battles
8.1. Combat mechanics
8.2. Strength bonuses
8.3. Sieges
8.4. Sea battles
9. Armies
9.1. The stackinfosheet
9.2. Special units
10. Money
10.1. Income
10.2. ExpenXcses
10.3. Shortage
11. Buildings
11.1. Tempels
11.2. Oracles
11.3. Ruins
11.4. Towers
11.5. The buildingsheet
12. Heroes
12.1. Costs
12.2. Characteristics
12.3. The herosheet
12.4. Missions
12.5. Magic items
13. Diplomacy
14. Menubar
14.1. The 'game'-menu
14.2. The 'order'-menu
14.3. The 'view'-menu
15. Map editor
16. Development of the game
17. Appendices
17.1. Keyboard shortcuts
17.2. Army units
17.3. Magic items
1. INTRODUCTION
Alterra is a strategic wargame in a medieval setting. The goal is to
conquer all cities. This classic game concept has been modified by
adding several elements from fantasy-/ roleplayinggames: for instance
the presence of fantastic army units like dragons and demons.
Contrary to many strategy games, much effort has been spent to keep the
game as easy as possible to play. It will therefore be sufficient for
most players to read the short instructions (see above). If these leave
to many questions unanswered for you, it is advisable to read chapter 5
(the game controls) as well. The rest of the manual provides very
detailed and specific information, and may be consulted as problems
arise.
2. SHAREWARE
To be filled in.
3. INSTALLATION
Hardware requirements: an Atari ST/ STE with colour display and at least
1 MB of RAM. Alterra can be played from floppydisk or harddisk.
Alterra consists of the following files:
X
Simply copy the entire Alterra-folder to your harddrive to play from
harddisk.
4. BEGINNING
Your first choice is between loading a saved game and beginning a new
game.
If you wish to commence a new game, the following screen will allow you
to select the players. From this screen you can access two more screens
where you are able to select another map and change the game options. If
you leave these two screens unchanged, the game will be played with
default map and default options.
The default map is the first map from the 'maps'-folder. This folder
must consequently contain at least one map.
4.1. SELECTING PLAYERS
Alterra can be played by up to four players. These can be human or
computer controlled players. Click on the computer/ face icons to swap
between human and computer players.
Computer intelligence is not yet implemented.
By clicking on the appropriate spots, you can select a name for yourself
and your empire, as well as a flag.
Finally it is possible to allocate a number of extra cities to each
player at the beginning of the game. This makes it possible to give
inexperienced players an advantage over battlehardened players (not yet
implemented).
4.2. SELECT MAP
Not yet implemented.
4.3. OPTIONS
On this sheet you can adapt the following aspects of the game to your
wishes.
a) 'Preset empires'
When you choose this option, the cities will be distributed among
the players exactly as they are on the original map.
b) 'Set empires'
Not yet implemented.
- 'Center'
- 'Startcities'
- 'Form'
c) 'Neutral cities'
All cities that are not given to the players will be neutral
cities. They play no active role in the game, but will only defend
themselves. The strength of the defence is set here.
Weak nautral cities are occupied by one armyunit of the type the
city can produce; strong neutral cities have two units. What's
more, strong neutral cities will produce an extra unit after each
failed attack on the city (not yet implemented).
This option of course only has a function if not all cities have
been allocated to the players.
d) 'Influence of luck'
This option determines whether the outcome of battles will depend
mainly on luck or rather on the strength of the armies. The more
important the element of luck is, the less certain you can be that
a strong army will beat a weak army (not yet implemented). See
chapter 8 on battles.
f) 'Limited casualties'
The computer will determine randomly when a battle ends when this
option is on. That means that the battle will not necessarily be
fought until one of the two armies is completely defeated, which is
otherwise the case (not yet implemented).
g) 'Production of specials'
Not yet implemented.
Normally, special units like dragons cannot be produced, they can
only be found, for instance in ruins. Tis option though will give a
few cities the possibility to produce special units (see also
section 9.2).
h) 'Diplomacy'
Not yet implemented.
i) 'Missions'
Not yet implemented.
j) 'Show computer move'
Not yet implemented.
Apart from these startup options, some features can be changed in-game
for each player seperately by accessing the 'settings'-sheet from the
'game'-menu (not yet implemented). See section 14.1.
5. GAME CONTROLS
5.1. THE MOUSE
The game is almost entirely mouse-operated. The form of your mouse
cursor indicates the function of the left mouse button (lmb):
a) Pointing hand
The standard mouse cursor. It appears over menus, sheets, buttons,
etcetera.
b) Aiming sight (the selection cursor)
Can be used to select/ deselect armies. This cursor appears in the
detail view on your own armies, to indicate that you can now select
the army, or (if the army in question is already selected) deselect
it.
c) Walking legs/ ship/ wings (the movement cursors)
If an army is currently selected, these cursors indicate possible
destinations for movement: the legs appear over land, the ship over
water, and the wings if the army is a flying army. A click with the
lmb will let the computer calculate a path to the destination in
question; the army will immediately start to move along this path.
See chapter 6 on movement.
d) Sword (the battlecursor)
Same as the movement cursors, only will the sword only appear over
enemy armies and cities. The sword indicates that movement will
result in a battle: your army will fight the enemy army or city as
soon as it reaches it.
e) Arrow with broken line (the 'create path'-cursor)
If you click with this cursor, the computer will calculate a path
to the given destination, but the army will not immediately move
along this path. You wull get this cursor by holding down the
shift-key.
f) Castle
This cursor appears over your own cities. A click will access the
citysheet. If an army is currently selected, you will have to press
the shift-key to get this cursor (see also section 7.1).
g) Tower
Same as the castle-cursor, only this cursor will access the
buildingssheet instead of the citysheet (see section 11.5).
The functions of the lmb in the detailview have now roughly been
outlined. Outside the detailview, the mousecontrols are self-
explanatory. It may only be necessary to point out that the detailview
can be scrolled by holding down the lmb and moving the mouse on the
overview map.
The right mouse button (rmb) can only be used in the detail view. It
ceters the detailview around the mouse position.
There is one exception to this rule: over a NOT-SELECTED army of your
own, the rmb doesn't center, but SELECTS this army; at the same time any
other army that might have been selected will be deselected. This
function allows it to switch easily from one army to another. Note: over
a selected army, the rmb will have its old function of centering the
detail view.
Holding the SHIFT-key while clicking the lmb will allow you to access
several functions that can't (always) be reached by clicking just the
lmb. Following functions are concerned:
a) Accessing the citysheet
If no army is selected, the citysheet may be called upon by simply
clicking the lmb on the city; as soon as any army is selected, it
is necessary to hold the shift+lmb to execute this action.
b) Accessing the buildingssheet
What has just been said on citysheets also goes for the
buildingssheet: access the buildingssheet by clicking on a tower,
temple, oracle or ruin with shift+lmb.
c) Creating a path without letting the army execute it
Shift+lmb on any possible destination except cities and buildings
will create a path to that destination for the current army. Like
this, you can see whether you like the path before you allow the
army to execute it.
The mousecontrols can be summed up as follows: rmb to center and select;
lmb to move; shift+lmb to create paths and to access sheets.
5.2. BUTTONS
Functions of the buttons at the bottom-right corner of the screen, from
left to right:
a) 'Center'
Click here to center the detailview around the currently selected
army.
b) 'Move army along path'
If the army has a path, you can instruct it to move along this path
as far as it can.
This button acts as counterpart of the 'create path'-function:
firstly you create a path using shift+lmb or the 'create path'-
button (see below), then you let the army execute the path with
this button.
The other possibility is that the army had a path left from the
previous turn which it was unable to complete then due to lack of
movement points. Then too this button is used to instruct the army
to move on.
c) 'No (further) orders'
If the army has movement points left (movement points are discussed
in the next chapter), but it is already where you want it to be, or
if you do not wish to give the army any further reason for
whichever other reason, use this button. It will set the movement
points of the active group of the army to zero. As will be
discussed in section 6.2, armies can have active and inactive
units. Most orders, including this one, only apply to active units.
The inactive units of the army keep their movement points when you
use this function.
d) 'Defend'
If the selected army is on land, and not in a city, this button wil
instruct the army to build a defensive encampment. This order uses
up all remaining movement points from the army for that turn. The
encampment will be ready at the beginning of the next turn; this
will be shown by a small tower on the position of the army. This
tower also means that any units on this position will receive a
battlebonus (see also section 8.2).
The encampment will remain uphold as long as there is at least one
unit present in it. Units may freely move to and from the
encampment, but if all units leave it, the tower dissappears.
If the selected army is not on land, but in a city or on the water,
the situation is somewhat different. No defencebonus is applicable
then. After all, an army on water can;t build a tower, and an army
in a city already receives a defencebonus from the city.
As said before, an encampment is visible as a little tower; for a
boat, the defensive status is shown by hoisted sails. For armies in
castles there is no visible representation of the defensive status.
For armies on land as well as armies on water or in castles, the
'defend'-order will result in the army not reporting back to you
for new orders in forthcoming turns. As will be explained with the
'next army'-button, normally every army asks for new orders every
turn. You can use the 'defend'-order to put an army offside. This
way you can for instance prevent city garrisons from bothering you
every turn. Should you at a given time want to give new orders to a
defended army, you will have to select it 'manually'.
As said, an army will become undefended again as soon as it is
moved. Defending army in cities will become undefended as well as
soon as any unit is ADDED to the defended army. This will come in
handy if the city produces a new army: even if it is placed in the
defended city garrison, it will report to you because the city
garrison becomes undefended as the unit is placed in it. This way
you can always keep track of your city's production.
There is one categorie of armies the 'defend'-order does not apply
to: flying armies over water. It is not desirable that flying
armies should be put on guard over water for long times. A flying
army will therefore report back to you each turn even if it has
been given the 'defend'-order. A defencebonus is not applicable
either; in this situation the 'defend'-button has only and exclu-
sively the function of setting all movement points of the army to
zero.
A flying army over land can of course normally defend as any other
army.
e) 'Create path'
This button has the same function as pressing shift+lmb in the
detailview. Clicking on the detailview after clicking on this
button will create a path. To execute this path press the 'move
army'-button.
f) 'Delete path'
Deletes the path of the currently selected army.
g) 'Deselect army'
Deselects the currently selected army. Result: no army will be
selected. The info area (bottom-left of the screen) will now show
some general status information instead of the contents of the
army.
h) 'Next army'
With this button you may cycle through all of your armies. This is
useful for instance if you do not wish to give orders to the
currently selected army just now. This button will take you to
other armies you can give orders to. The army you skipped will come
by again sooner or later if you use the 'next army'-button.
Optionally, the program will automatically select the next army if
no unit of the currently selected army has any movement points (mp)
left. You can turn this option on and off in the settingssheet. See
also section 14.1.
Neither with the 'next army'-button nor with the optional automatic
selection you can reach armies that are defended or that do not
have any mp left. After all, you don't really want to give defended
armies new orders, that's why you defended them, and you it would't
be any use to give armies orders they can't execute for lack of mp.
Should you wanl to give such armies orders, you will have to select
them manually (by clicking on them).
Apart from the 'next army'-button, all of these buttons only work if an
army is selected. The 'next army'-button stops working if there are no
more undefended armies with mp.
5.3. OTHER PARTS OF THE SCREEN
a) The overview map
It is located on the left of the screen, and shows the entire map.
The white square indicates the part of the map visible in the
detail view. It can be moved holding the lmb on the map. Small
shields filled in with the player's colours represent the cities.
The colours on the map:
light green: plains
green: hills
dark green: woods
brown: swamps
grey: mountains
blue: sea and rivers
red/ brown: roads
black dot: tower or ruin
white dot: temple or oracle
b) The scrollbuttons
Positioned next to the map, they scroll the detail view.
c) The info area
Located on the bottom-left part of the screen. While no army is
selected, the following infomation is provided: number of cities
you currently own, your cash, your income and expenditure per turn.
If an army is selected, the display changes to show you the
contents of the army. The units are arranged from left to right
from strong to weak. Exception: since heroes are very important
units, they are always positioned completely to the left,
regardless of their strength.
By clicking on a uit here it is made active/ inactive. Click on the
question mark to access the stackinfosheet (see section 9.1). See
for more information on active and inactive units section 6.2.
The mp of each unit as well as the netto number of mp the army as a
whole has are visible below the units in the info area. It also
shows any movement bonuses the active group might have, or whether
it can fly. See on movement bonuses: section 6.6; on flying:
section 6.9.
d) The menubar
The menu entries will be explained in chapter 14.
On the right, the menubar displays the turn number and the on turn.
5.4. KEYBOARD COMMANDS
Most functions can be accessed not only using the mouse but also via the
keyboard. You can set the keyboard commands to suit your preferences on
the settingssheet (not yet implemented). For the default keyboard
settings refer to section 17.1.
6. MOVEMENT
Many aspects of army movement have already been discussed above. This
chapter will concern itself with army selection and the definition of
the terms stack, group and army to begin with; a detailed description of
army movement will then follow.
6.1. SELECTING/ DESELECTING
Before an army can be moved or given any other command, it must be
selected.
The first method for selection is clicking on an army with the lmb.
Let's assume that an army (A) is selected. You wish to select another
army (B). Now you CANNOT do this by clicking on army B with the lmb,
because this way you would only instruct army A to walk to the position
of army B.
Solution: EITHER you deselect army A first (by clicking on it with the
lmb or using the 'deselect'-button) and then select army B with the lmb;
OR, easier, you click immediately with the rmb on army B. As said
before, you can always select an army with the rmb.
The most common way for army selection is using the 'next army'-button
(rightmost button).
Deselection is achieved by pressing the 'deselect'-button or clicking on
the army.
6.2. STACKS, GROUPS AND UNITS
The characteristics of the different types of units are listed in
section 17.2.
A maximum of eight units can be present in the same square. All UNITS on
the same square are called a STACK (or army). The info area (bottom-
left) shows which units make up the selected stack.
Each unit can be active or inactive; inactive units are grey in the info
area. Like this, the stack is split into an active and an inactive
GROUP.
The detail view shows the strongest unit of the active group of each
stack. If there is a hero in the active group, the hero is shown
regardless of strength. A bar to the left and above the army indicates
the number of units the stack contains.
Most orders you can give only apply to the active group. If you give a
movement order, only the active units move; if you order an attack, only
the active units attack. Practically the only order that applies to the
entire army is the 'defend'-order.
Example: you wish to split up an army consisting of several units. Do
this by making some units active and others inactive, then click
somewhere nect to the stack in the detail view. The active group will
now move, leaving the inactive group behind.
The next question is how to make units active/ inactive. This is done by
clicking on the units in question in the info area. Use the round button
with the bracket to make all units active ('group'). The button right
next to it makes the active group inactive and vice versa ('swap').
At least one unit must always be active. If all units could be inactive,
you could give orders that apply to no-one.
One army can be split into two; two armies can be merged into one as
well. This happens when you order one army to move to a square already
occupied by another stack. Merging two stacks is only possible if the
combined stack contains no more than eight units. The army already
present on the square becomes the inactive group of the new stack, and
the stack that merges with it by moving on to it becomes the active
group of the new stack.
6.3. MOVEMENT: GENERAL
There are two methods to move your army: with the numeric keypad, or
with the mouse. Before these methods will be discussed seperately, first
some general rules on movement.
Every unit has a number of movement points (mp) per turn. Each step
costs a number of these mp. As soon as there are not enough mp left for
the next step, the unit can't move anymore. The mp are refreshed at the
beginning of the next turn.
If several units move together as one stack, the units with the fewest
mp determines how far the stack can move: if one unit runs out of mp,
the entire stack stops. If you wish the other units to move on, you will
have to leave the slower unit behind. Note: if a hero is flying on the
back of a flying unit over sea, it would be unwise to leave it behind
for any reason, as the hero would drown as a consequence of such an
action (unless there is a ship present under the hero).
If a unit has any mp left at the end of a turn, it can 'carry' up to two
mp with it to the next turn.
Different types of landscape cost different amounts of mp to move over.
Each unit must pay the number of mp of the landscape square it is MOVING
TO (as opposed to paying the mp of landscape square it is COMING FROM).
It also makes a difference whether the movement is straight or diagonal.
The following lists landscape versus movement cost. For the number of mp
each unit has, see section 17.2.
mp-cost: straight diagonal
Plains 2 3
Hills 4 6
Woods 4 6
Swamp 4 6
Roads 1 2
City 1 1
Building 2 3
Water 2 3
Harbor 2 3
Flying units do not use this figure; flying armies pay 1 mp for each
square (straight and diagonal). On flying see section 6.9.
Certain movement is not possible:
a) Armies may not move over mountains, with the exception of flying
armies
b) There are only limited possibilities for movement from land to
water and vice versa. Embarking and disembarking is only allowed in
harbors (represented by an anchor) and cities. Refer to section
6.8. Rivers may be crossed at bridges as well.
c) Bridges are the only squares that may be occupied by sailing as
well as walking armies. Sailing and walking armies are not allowed
on bridges SIMULTANEOUSLY though. Consequently you may not move a
sailing army on to a bridge that is already occupied by a walking
army of your own (and vice versa).
d) You cannot merge armies if this results in the total number of
units being higher than eight. This limitation is not effective
though if ony army MOVES THROUGH another army. Example: An army of
three units moves along a path of six squares. An army of eight
units is standing on the third square. Nevertheless the army of
three units can move on. Should the army of eight units have been
standing on the sixth square, the army of three units would have
stopped upon reaching the fifth square.
6.4. MOUSE MOVEMENT
You can move the selected army by clicking the lmb on the destination
square. The computer will then calculate a path to reach this destina-
tion. Nearly always this will be the ideal path. The following factors
determine the calculation:
a) The landscape. For instance the path will try to avoid obstructions
like hills or swamps.
b) Time lost by (dis)embarking. Often movement by sea is faster than
by land; not for short distances though, as comparatively much time
is lost embarking and disembarking.
c) Enemy armies and cities. These will be avoided. This means that a
short cut blocked by an enemy army will not be taken.
d) Movement bonuses. Some units (for instance scouts) make the army
they are stacked with move quicker through hills and/or woods. The
path routine accounts for this.
e) Flying. If the entire group of units is able to fly, the path will
take it linea recta to its destination, as obstructions other than
enemy cities and armies don't matter anymore.
The path will be shown as a line of circles and crosses. The circles
mark the squares that can be reached by the army the very same turn.
Crosses mean that insuffincient mp are available to reach those squares
this turn.
As has already been pointed out in the previous section, if you merge
two armies, only the army you add keeps its path (if any).
A path can be up to 126 squares long. If you try to make longer path, an
error message will appear.
The mechanics of this movement method have already been detailed in the
previous chapter. Just for reminders: after clicking on the detination
the computer calculates a path, and immediately moves the army along
this path; clicking with the shift-button pressed will make the computer
calculate the path WITHOUT moving the army. You can then move the army
by pressing the 'move army'-button.
Although the path routine works very reliably, occasionally errors may
occur, resulting in constant error messages when you try to create a
path.
6.5. KEYBOARD MOVEMENT
The second way to move armies: with the numeric keypad you can move the
active group one square at the time.
This method works without paths. This method only works for movement
that can be executed immediately. Thus a step for which unsufficient mp
are available is not possible. Embarking and disembarking is not
possible either, as this requires one turn.
6.6. MOVEMENT BONUSES
Certain army units have a natural familiarity with certain types of
landscape. The presence of such units in an army therefore gives the
army in question a movement bonus for woods or hills. This bonus is
indicated in the info area by a tree or hill icon. The bonus enables the
army to move through woods or hills as fast as through plains.
The following units grant movement bonuses:
Scout woods and hills
Orcs woods and hills
Elves woods
Dwarves hills
Giants hills
6.7. ROADS
Apart from flying, walking along roads is the fastest way to move your
armies.
Most maps contain some roads.
6.8. BOATS
Armies can easily move from land to sea. Simply click on a sea square as
the destination for the selected army, and the army will move to a
suitable harbor. As soon as the army has arrived at the harbor, it will
automatically build ships. This will use up all remaining mp for that
army. At the beginning of the next turn all active units of the army
have embarked: they are moved to the adjecent seasquare, and are now
shown as a ship in the detail view.
The same goes For disembarkment: the units lose their remaining mp when
they arrive on the last seasquare before the harbor; at the beginning of
the next turn the group is placed on the harbor.
Your own cities count as harbors, and may thus be used for embarking and
disembarking.
As has been noted before, flying units use 1 mp per step. The only
exception to this rule is (dis)embarking. If an army that contains
walking as well as flying units receives an embarkment order, ALL units,
non-flying and flying, use up their mp in the process, not only the
walking ones. The flying units actually do NOT embark though, they
remain flying. The same goes for disembarking. On flying see the next
section.
Sailing armies are represented as ships on the detail view. Each unit in
a sailing army has a boat of its own, so you may freely split up or
merge a sailing army just as an ordinary landarmy. Note that flying
units always fly, also when they are with sailing units.
6.9. FLYING
Every square of flying costs 1 mp, straight or diagonal.
If all active units of the selected army can fly, a wing symbol appears
in the info area. The army can now, firstly, fly freely across
mountains, and, secondly, move from land to sea and vice versa anywhere
without delay. In short, flying armies are not bothered by obstacles in
the landscape.
The only non-flying unit that can fly along with a flying army is the
hero. Such a 'flying' hero uses only one mp per square as well. Note: a
hero can only fly if the entire army he is stacked with can fly, it is
not sufficient that together with the hero there are one or more flying
units in an otherwise walking or sailing army.
As has already been said, a hero cannot swim. So if a hero flies along
with a flying army, and is left behind above water, you will lose him!
This also occurs in the following situation: a hero is sailing; a bat
reaches him. At the moment the bat arrives at the boat, the hero
will mount the bat and abandon the boat. The boat DISSAPPEARS. If you
let the bat fly on without the hero now, he is doomed...
7. CITIES
Conquering all cities is your goal, and at the same this is the only way
to achieve this goal, as the army units necessary to achieve this goal
can only be produced in cities. The cities are represented on the detail
view as castles of two times two squares in the colour of the respective
players.
7.1. THE CITYSHEET
On the citysheet you manage the army production of a city. Furthermore
it shows you all relevant information on the city in question.
You open the citysheet by clicking on one of your own cities with the
castle-mousecursor. Alternatively you can select the opties 'cities'
from the 'view'-menu. You can only access citysheets of your own cities.
the citysheet contains an overview map on the left. Cities are shown as
small shields on this map. The city you are currently inspecting is
flickering. By clicking on the shield of one of your own cities you can
directly switch to the citysheet of this city.
The buttons 'previous' and 'next city' enable you to switch to other
citysheets as well. By clicking on these buttons you can circle through
all of your cities (similar to the 'next army'-button).
Onformation on the city itself is visible above the overview map, namely
the amount of gold pieces (gp) the city produces per turn, and the
defence bonus the city gives to its defenders. This bonus is +1 for a
city that can can hold one or two army designs, and +2 for a city that
can hold three or four designs.
The other parts of the sheet have to do with army production.
To begin with, near the top of the sheet there are a few circles. These
circles should be seen as slots for different army designs. You know
already that a lot of different units exist in ALterra. To be able to
produce a unit, a city must have the appropriate design first. The
number of circles indicates how many different designs the city can
hold; circles filled with unit icons indicate that the designs for these
units are available in the city, and therefore that these units may be
produced in this city. Each city contains one randomly selected design
at the beginning of the game. Other designs may be bought on the
Designsheet (see next section).
It may be important to note that the presence of several designs in a
city does not mean that more than one unit can be produced
simultanously. Each city can produce just one unit at a time. You can
set the production by clicking on the circle with the design of your
choice. This design will then appear in the circle on the right of the
'design circles'.
Below the unit currently being produced a list of its characteristics is
given. Herein is contained: name, strength, amount of mp per turn, turns
to go till production is complete, and total time and money required to
build a unit of this type.
Finally, the sheet contains some buttons.
With the 'rename'-button you can rename the city (obviously). The city
name on the top of the sheet will change into a cursor. Type a name and
press return.
The 'raze'-button enables you to destroy your own city. Like this you
can prevent the city from falling into enemy hands if you are certain
that you cannot hold it.
With the 'buy design'-button you access the designsheet.
7.2. THE DESIGNSHEET
Here you can buy new designs for the city. The circles at the bottom of
the sheet hold the designs the city already has. A large square marks
the circle a newly bought design will be placed in. Check whether the
square is on the correct circle (preferably an empty circle), then click
on the design you wish to buy. Naturally you can only buy designs you
can afford.
Certain special units like wizards, devils, dragons etcetera do not
appear on this sheet. Designs for these units cannot be bought. In
principle, the only way to find such units is to search ruins or towers
(see sections 11.3 and 11.4). Furthermore at the game you can set that
some randomly selected cities can produce specials. On specials, also
refer to section 9.2.
8. COMBAT
If an army moves onto a square occupied by an enemy army or city, a
battle starts. The battlesheet appears for this purpose. Here, both army
are lined up opposite eachother. Only now you can see exactly of which
units the enemy army is composed. Tip: it may be useful to attack a
large enemy army with a scout or a similarly weak army, just to know how
strong this army is.
8.1. COMBAT MECHANICS
Each unit has a base strength. As will be discussed in the next section,
this base strength can be increased by numerous bonuses. Bonuses added
to base strength give the total strength of a unit. During battles, the
units are lined up according to increasing or decreasing TOTAL strength
(increasing or decreasing depending on your personal settings, see
section 14.1). Note that, contrary to this, units are lined up in the
info area according to decreasing BASE strength.
Exceptions to the fight order exist, again, because of heroes. As these
should be regarded as the most important units, they are always
positioned last in the battle order. An exception to this exception is
the case that the hero is flying with a flying army above water. In this
case a flying unit will be placed behind the hero to prevent the hero
from drowning by the death of his mount. Should the hero however have a
magic item that enables him to fly, the flying unit will not be placed
behind, since the hero doesn't need that unit to fly then.
The battle is resolved by letting the leftmost units of each army fight
eachother. The procedure is as follows:
Both units roll a die. Depending on the settings at the beginning of the
game ('influence of luck') this is a 20-, 24-, or 28-sided die. The
higher the number, the more the outcome of the battle is a matter of
luck.
If the attacker's roll is higher than the defender's total strength AND
if furthermore the defender's roll is equal to or lower than the
attacker's total strength, the defender incurs one damage point.
If the defender's roll is higher than the attacker's total strength AND
if furthermore the attacker's roll is equal to or lower than the
defender's total strength, the attacker is damaged for one point.
If both rolls are higher than the opponent's total strength, or if both
rolls are lower than the opponent's total strength, nothing happens.
This procedure is repeated until one of the two units has two damage
points; this unit is then beaten.
If the surviving unit received a damage point, it will still have this
damage point fighting the following enemy units, and can thus be beaten
more easily by these. If a damaged unit survives the entire battle, it
is then completely healed. Damage points count only for one and the same
confrontation between armies.
A battle uses up all remaining mp of the attacking units involved.
8.2. COMBAT BONUSES
The following types of combat bonuses exist:
a) Individual land bonus
Some units fight better when they are in certain terrain. For
example dwarves receive a +1 bonus when fighting in hills. Section
17.2. lists these bonuses. Note: battles always take place on the
defenders square, so only the landbonuses of the defender's terrain
are applicable.
b) Army bonus
Some units are so impressive that other units within the same
armies fight better because of the presence of such units. An
elephant for example gives a +1 bonus to all other units he is
stacked with. The bonus is not applied to the type of unit it comes
from however. Furthermore each type of unit can give only one
bonus.
Example: two elephants in an army don't grant a +2 bonus, just a +1
bonus, and only to all other units, not to themselves.
d) Blessing bonus
All units can receive blessings at oracles and temples. Each
blessing counts for +1. Each unit can be blessed up to three times,
but not twice at the same temple or oracle. See also chapter 11.
d) Defence bonus
Armies in defensive positions (marked by a small tower) have a +1
bonus. Defensive positions may be built on land, except in cities.
Armies in cities receive a +1 bonus (if the city can hold one or
two designs) or a +2 bonus (if the city can hold up to four
designs).
e) Hero bonus
Like the army bonus (see above), the hero bonus counts towards all
other units that are in the same army as the hero. A hero with a
base strength of 5 or 6 will give a +1 bonus, a base strength of 7
or 8 will produce a +2 bonus, and a base strength of 9 grants a +3
bonus. As with the zrmy bonus the herobonus of one hero does not
count towards other heroes in the same army. A difference though is
that the hero bonuses of several heroes are added up towards other
units.
Example: if an army contains a hero of strength 5 and a hero of
strength 7, all other units receive a +3 bonus (1+2), the heroes
themselves get no bonus though.
On heroes see chapter 12.
f) Magic items bonus
Heroes can carry magic items Some of these give a strength bonus to
the bearer (individual magic item bonus), others give a bonus to
the other units in the same army (army magic item bonus). An army
magic item bonus does not count for other heroes in the same army.
The effects of several magic items are added up.
Example: an army contains two heroes and some other units. One
heroe has three items, two giving an individual magic item bonus of
+1 each, and the third item giving a +2 army magic item bonus.
Result: This heroe gets a +2 bonus (1+1), the other heroe has no
bonus, and the remaining units receive a +4 bonus (1+1+2).
Information on an army's bonuses is available on the stackinfosheet
(section 9.1).
The MAXIMUM bonus allowed per unit is +5.
Certain bonuses can be cancelled by certain enemy units:
An attacking army containing a catapult negates the defence bonus of
enemy cities.
A devil cancels all individual land bonuses and army bonuses of the
enemy army. Exception: army bonuses donated by special units (wizard,
worm, undead, demon, element, devil, angel, dragon) cannot be cancelled.
An angel cancels all hero bonuses and magic item bonuses of the enemy
army.
Of course the cancelled bonuses are directly applicable again, should
the cancelling catapult, devil or angel in question be beaten during the
battle.
Concluding: there are no units that can negate the bonuses of blessings,
special units or defensive positions.
8.3. SIEGES
Sieges work the same as other battles. You should only bear in mind that
in a battle for a city ALL defending units will fight. A city consists
of four squares, it can therefore contain up to 32 defending units.
If you succeed in conquering a city, you can then decide whether you
want to sack the city. this means that all designs in the city will be
lost. For this you receive half of the amount it costs to buy the
designs in question. For designs of special units you receive 1000 gp
(for a devil, an angel or a dragon) or 750 gp (for other specials).
In view of the fact that in most cases at this moment you will not know
which designs are present in the city, this is a risky option. You might
lose very strong designs! It is therefore only advisable to use this
option if you are in need of money or if you are convinced you will not
be able to hold the city for very long.
After the decision on sacking you will be presented with the citysheet.
An undefended city can naturally be occupied without battle.
8.4. SEA BATTLES
Units in ships have a base strength of 3, regardless of their actueal
base strength. This works to the advantage of weak units, and to the
disadvantage of strong units.
Flying units are never in boats, so they always keep their own base
strength.
A hero within a sailing army always counts as a sailing unit, even if
there are flying units present in the army, so he will pay the movement
cost for sailing, not for flying. What's more, the hero uses the ship's
base strength of 3 as well, regardless of his actual strength. The rule
is that a hero can only fly if the entire army (the active group, that
is) he is stacked with can fly.
The base strength of 3 will be modified by bonuses.
If a ship attacks a city, or if a ship attacks an army on a harbor, or
if an army in a city or harbor attacks a ship, the attack cannot be
executed immediately, because embarking/ disembarking must be resolved
first. The battle will take place at the beginning of the attacker's
next turn; that is, if the army being attacked is still on the same
square then. Following this line of thought, it is possible as well that
a 'peaceful' (dis)embarking action will result in a battle. This is the
case when an enemy army occupies the square, to which the (dis)embarking
action is directed, before the beginning of the next turn.
A boat attacking a city or harbor will act as an ordinary land army in
this battle, as disembarkment is complete then. Similarly, a land army
attacking a boat will act as a boat in the fight.
9. ARMIES
The most important points with regard to armies and units have already
been explained before: army movement in chapter 6, army production in
chapter 7, combat in chapter 8. This chapter can therefore be limited to
a few remarks.
9.1. THE STACKINFOSHEET
The info area contains a round button with a question mark. With this
you access an infosheet on the selected army.
The stackinfosheet gives information about composition and strength of
the army.
Vertically the units of which the army is composed are listed;
horizontally relevant information is given for each unit. From left to
right this concerns:
a) Name
Unit names. Heroes have personal names.
b) Strength
This is the base strength. Sailing units have a boat icon in this
column, meaning they use the ship's base strength of 3. Remember
that a sailing army will fight as a normal land army when attacking
a city. the normal base strength of the units will then be in
effect again.
c) Bonus
The next three columns list all bonuses except defence bonuses (+1
or +2 in cities, +1 in defensive positions) and individual land
bonuses.
- Blessing: the blessing bonus is +1, +2 or +3. This bonus cannot
be cancelled.
- Army: for each active unit is noted which army bonus the unit
receives from the other active units. Except for the army bonus
given by special units, these bonuses can be negated by a devil.
- Hero: this column contains herobonus and magic item bonuses.
These are all cancelled by an angel.
d) Total
This is the sum of base strength and bonuses. The bonus columns are
not affected by the bonus maximum of +5, the total column does
contain this maximum. So the total figure is never more than 5
higher than the base strength, even if the bonus columns list
higher figures.
The total count does not contain defense bonuses and individual
land bonuses. Remember that these may only be added towards this
total figure as long as the total bonus doesn't exceed +5.
The results of negating units being present in the enemy army are
not presented either. Nevertheless the bonus columns have been
split up to allow you to see at a glance just which bonuses would
be cancelled by the presence of a devil or an angel in the enemy
army.
e) Other bonus
This column shows which individual land bonuses units have. This is
marked regardless of the type of landscape the army occupies
currently. To use this information you must therefore ask yourself
which type of terrain will be used for battle.
The bonuses are only shown within the ACTIVE group of the army. You can
survey how the strength of the units changes as you alter the
composition of the army, by clicking on units to make them active/
inactive. You can also use the 'swap' and 'group'-buttons at the bottom
of the sheet.
With the 'heroes'-button you can switch to the herosheet. If there are
one or more heroes in the army, this brings you to the herosheet of the
uppermost of these heroes.
9.2. SPECIAL UNITS
Much has been said about specials already.
The units concerned are wizard, worm, undead, demon, elemental, devil,
angel and dragon. The characteristics are summed up in section 17.2.
All of these units give a +1 bonus to the other units in the army,
except for the dragon which grants a +2 bonus. These bonuses can't be
cancelled. A devil cancels individual land bonuses and army bonuses
(except those of specials) in the enemy army. An angel cancels hero
bonuses and magic item bonuses.
Special units can only be produced (in some cities) if this option was
selected in the options sheet at beginning of the game. Designs for
special units can never be bought.
Special units can be obtained by searching ruins or towers with heroes.
Units found this way are free and have no maintainance costs.
10. MONEY
10.1. INCOME
Each city generates a certain amount of gp per turn as income. Certain
magic items can increase this income.
Searching ruins or temples occasionally gets you some money.
The figure in the info area only indicates how much income your cities
produce per turn. Extraordinary income is not shown.
10.2. EXPENCES
Each unit costs a certain amount of money to produce (see section 17.2).
This amount must be paid on the moment the production of the unit is
finished.
Each unit costs you maintainance. Maintainance costs per turn are half
of the amount it cost to produce the unit (rounded down).
Extraordinary expenditure consists of buying new designs on the design
sheet (apart from production costs); furthermore each hero you employ,
except the first hero, requires a comparatively large one-time payment
to be made.
As with income the expences figure in the info area only shows regular
costs, that is maintainance costs.
10.3. SHORTAGE
Regular expenditure (maintainance and production costs) are subtracted
from regular income (from cities) at the beginning of each turn. Should
income be unsufficient to cover expences, and the money in treasury be
unsufficient to cover the deficit, the computer will disband as many
units as necessary to prevent a negative treasury balance (not yet
implemented).
11. BUILDINGS
11.1. TEMPLES
The most important function of temples is blessing units. An army on a
temple will be blessed if you select the option 'search' from the
'order'-menu. A blessing counts as a +1 combat bonus. Each unit can only
be blessed once at the same temple. Three blessings per unit is maximum.
11.2. ORACLES
These look like round temples. Their function is the same as that of
temples.
11.3. RUINS
Not yet implemented.
11.4. TOWERS
Not yet implemented.
11.5. THE BUILDINGSHEET
Not yet implemented.
12. HEROES
Not yet implemented.
12.1. COSTS
12.2. CHARACTERISTICS
12.3. THE HEROSHEET
12.4. MISSIONS
12.5. MAGIC ITEMS
13. DIPLOMACY
Not yet implemented.
14. MENUBAR
14.1. THE 'GAME'-MENU
a) 'About ALterra'
This sheet contains version number and -date, information on
shareware (if it is the shareware version of Alterra), and the
short instructions that also appear at the beginning of this
manual.
b) 'Settings'
Not yet implemented.
c) 'Load game'
By loading a saved game you abandon the current game.
d) 'Save game'
Saves the current game situation. Not yet implemented. What exactly
is saved? The map as well?
e) 'New game'
This option ends the current game and brings you back to the player
selection screen for a new game.
f) 'Surrender'
Not yet implemented.
g) 'Quit'
Order to end the game and return to the desktop.
14.2. THE 'OPTIONS'-MENU
a) 'Move all'
Not yet implemented.
b) 'Build road'
Not yet implemented.
c) 'Remove road'
Not yet implemented.
d) 'Search'
With this, units can get blessings in temples and oracles.
e) 'Disband'
After a safety check you can disband the selected army with this
option.
f) 'End turn'
Ends your turn and proceeds to the next player.
14.3. THE 'VIEW'-MENU
a) 'Cities'
See chapter 7.
b) 'Buildings'
See chapter 11.
c) 'Heroes'
See chapter 12.
d) 'Diplomacy'
See chapter 13.
e) 'Graphs'
Not yet implemented.
f) 'History'
Not yet implemented.
15. MAP EDITOR
To be filled in.
16. DEVELOPMENT OF THE GAME
To be filled in.
17. APPENDICES
17.1. KEYBOARD SHORTCUTS
a) Movement of the selected army
Numeric keypad
b) Scrolling
Arrow keys
c) Menus
Not yet implemented.
d) Info area
Not yet implemented.
e) Buttons
Not yet implemented.
17.2. ARMY UNITS
Abbreviations: P = plains; R = roads; H = hills; W = woods; C = city.
i = individual bonus; a = army bonus.
NAME BASE MP BUILD- BUILD- DESIGN- BONUSES
STRENGTH COSTS TIME COSTS
Scout 1 16 2 1 10 Move H and W
Giant bat 1 16 5 1 30 Fly
Light infantry 2 12 3 1 50 -
Orc 2 12 4 2 100 Move H and W
Light cavalry 2 20 6 2 300 Combat +1(i) P and R
Catapult 2 16 16 4 500 (Note 1)
Heavy infantry 3 8 5 2 300 -
Elf 3 12 7 2 400 Move W; comb. +1(i) W
Dwarf 3 8 7 2 400 Move H; comb. +1(i) H
Pikeman 4 8 5 3 400 Combat +1(i) P and R
Haevy cavalry 4 16 8 3 500 Combat +2(i) P and R
Wolfrider 4 16 8 2 500 Combat +2(i) H
Giant 5 16 10 2 800 Move H
Minotaur 5 12 10 2 800 Combat +1(i) C
Giant spider 5 12 12 2 1000 Combat +2(i) C
Pegasus 5 20 12 3 1000 Fly; combat +1(a)
Griffin 6 20 15 3 1500 Fly; combat +2(i) C
Unicorn 7 16 15 4 1500 Combat +1(a)
Elephant 8 16 15 4 1500 Combat +1(a)
Ship 3 20 - 1 - -
Wizard 6 50 12 4 - Combat +1(a)
Worm 7 12 12 4 - Combat +1(a)
Undead 7 16 12 4 - Combat +1(a)
Demon 7 20 15 4 - Fly; combat +1(a)
Elemental 8 12 15 4 - Combat +1(a)
Devil 8 16 15 4 - Comb. +1(a); (note 2)
Angel 8 16 20 4 - Fly; comb.+1(a); (n.3)
Dragon 9 22 20 4 - Fly; comb. +2(l)
Hero 5-9 14-22 - - (note 4)
Note 1: a catapult negates enemy city defence bonuses.
Note 2: a devil negates enemy army bonuses and individual land
bonuses, except bonuses from special units.
Note 3: an angel negates enemy hero bonuses and magic item bonuses.
Note 4: a hero gives an army bonus of +1, +2 or +3, depending on his
experience level.
17.3. MAGIC ITEMS
Not yet implemented.