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1995-01-28
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------------------------------------------
RISE OF THE WEST (Amiga Version 2.5)
------------------------------------------
Copyright (c) Greg Goheen 1994.
This file describes the scenarios and documentation updates
not included with the manual.
SCENARIOS
---------
The following describes the scenarios included with the distribution
disk. New scenarios can be developed using the MakeScen program.
Historical Scenarios
--------------------
These scenarios are not intended to be balanced for each player. In
order to balance the game, choose empires that are relatively equal
in starting strength. These scenarios are suitable from 1 to 3 players.
The computer should control the very strong and the very weak empires.
EmpScen2.771 : The introductory scenario good for solitaire play as
Charles the Great (Charlemagne). An additional player can take the
Byzantine Empire.
EmpScen7.976 : This scenario involves 7 empires : Germany, Byzantine,
France, Russia, Burgundy, Denmark and Poland. Germany, France and
Byzantine are the most powerful. Burgundy, Denmark and Poland make
for a balanced 3-player game but are hard-pressed to compete with
the stronger empires.
EmpScen6.1136 : With Germany, France, England, Sicily, Byzantine and
Poland. France and England make for a good 2-player game.
EmpScen6.1201 : Germany, France, England, Poland, Byzantine and
Aragon are the empires. Two-player games can be played using
France-Germany, Poland-Aragon and Germary-Byzantine. Note that Mongols
may appear in this scenario.
EmpScen6.1386 : The 6 empires are : Germany, Poland, Turks, France,
England and Aragon. Poland, France and England are generally the
same starting strength.
Competitive Scenarios
---------------------
These scenarios are relatively balanced between all empires and can
be played by players in all positions.
EmpScen8.1000 : The empires are : England, France, Russia, Germany,
Byzantine, Moors, Poland and Burgundy.
EmpScen6.1400 : Involves England, France, Russia, Germany, Byzantium
and Spain. All empires start with only 3 areas each.
EmpScen6.1600 : A later period involving the Ottoman empire instead
of Byzantium.
There are many combinations of play with these scenarios. Not only
can different empires be chosen but the options can be set differently
in each game. Players can also control more than one empire as
a variation. And of course you can use any of these as a base for
generating new scenarios.
Documentation Changes
---------------------
o Added new endeavor, TRADE (see below).
o New Summary menu added to the MakeScen program to display the
important aspects of each empire.
o Diplomatic Endeavor : You now receive +2 on the effectiveness
calculation if you already have a tie to the area.
o Rules Clarification : You may not contest the takeover of one
of your areas whose religion is unrelated to your court.
THE TRADE ENDEAVOR
------------------
The Trade endeavor has been added which allows players to gain gold by
"trading" with other areas. It is invoked by clicking the "TRD" box
in the main menu followed by a base and target area. A trade is an
operation which does not cost any gold points to perform.
Requirements: You may conduct a trade between any base area in your
empire that is connected to your court and a target area. You must
have a diplomatic tie (or claim) to the target area and it must NOT be
controlled. There must be a route from the base to the target area which
may be traced across seas in the normal manner. Unlike most endeavors,
however, there is no gold cost or effectiveness reduction to trace across
sea areas.
Effectiveness Calculation:
Dip Use the player's Diplomatic stature as the base for
the calculation.
+bss Add the base area's social state.
+tss Add the target area's social state.
-2 If the base area is land-locked.
-2 If the target area is land-locked.
-n If the target area is controlled by another empire and
that empire has a negative enemy matrix rating, subtract
the absolute value of the rating. (This makes it more
difficult to trade with unfriendly empires.)
Results:
Up to 2 gold points can be collected. At effectiveness ratings
below 3, there is a chance that a gold point could be lost.
With a negative rating, a gold point is automatically lost.
As with all operations, the higher the effectiveness rating, the
better chances of success.
At the completion of the Trade endeavor, a check on the king's Diplomatic
statue is performed.
Notes: This endeavor allows an empire to collect gold when the
treasury is low and the taxation level is weak. Unlike taxation,
trade never causes unrest or rebellion. However, it does use one of
the player's operations.
-------------------------------------------------------------------------
Copyright (C) 1994 Caledon Software Designs
Copyright (C) 1994, 1995 R.A.W. Entertainment Inc.
Published by:
R.A.W. Entertainment Inc.
957 Nasa Road One, #146
Houston, Tx. 77058-3098
(713) 286-2386