home *** CD-ROM | disk | FTP | other *** search
- Czarwars is a multi-player space war game where players fight it out for
- military and economic control of the universe. The universe is very large and
- is separated into a number of galaxies of various shapes and sizes. There is a
- universal government that simply calls itself 'The Government'. The Government
- does not allow the deploying of military forces within the area that it
- controls - currently the innermost 40 sectors and possibly other areas.
-
- Your mission is to take your ship out into the vastness of space, build up
- great economic and military power, and unite the entire universe under your
- not-so-benevolent rule. This task is not simple, however, since there are
- others who dream of the throne. Some hints for beginners: Until you have
- substantial military power, hide as best you can and be patient. Form
- alliances with others - its better to be a member of a ruling oligarchy than a
- dead would-be monarch.
-
- If you plan well your time will come... Good Luck!
-
- When you first log on you will be issued a flagship, a few fighters, some cargo
- holds, some antimatter (fuel), and a bit of cash. After christening the
- flagship with an appropriate name, you will start in sector 1 near the Class 4
- port, "Cosmos". You can buy additional holds, fighters, and antimatter at
- Cosmos. Other ports deal in ore, organics, and equipment. Class 1 ports sell
- equipment, class 2 ports sell organics, and class 3 ports sell ore. All ports
- buy the two commodities that they don't sell. You can make a profit by trading
- at ports in order to buy more holds and fighters. A point about prices at
- ports: Selling prices decrease as the amount of goods for sale increase.
- Supply and demand also controls the prices that ports pay for goods. Also, the
- frequency of trading may affect prices. Planets differ from ports in that they
- don't buy anything. They produce all three commodities and give them up
- freely. Like ports, they produce only a limited amount of goods per day.
-
- Another way to make money is to win it from gamblers. Most class 3 ports have
- gamblers at them, but they are rare in the sectors near the government. The
- more remote the port (larger sector numbers) the greater the chance of
- encountering gamblers. Since the government outlawed gambling eons ago, these
- fellows are pretty paranoid. Sometimes they disappear for no obvious reason.
- Anyway, when you can gamble the odds are heavily in your favor. You can make
- almost as much money this way as you can by trading but make sure you have
- enough money to avoid going broke right away.
-
- A third way to raise cash is to invest in signs. Although you normally get
- only 90% of your investment back when you remove a sign, on stardays that end
- in the digits "00" sign refunds and sign prices double. Therefore, if you
- invest in a sign at the normal price (say, 1000 credits) on stardate 12345 and
- then remove it on stardate 12400 you will be refunded 1800 credits - an easy
- 80% profit. Also, signs are the only investment that you can make that survive
- the destruction of your flagship.
-
- The fourth way to acquire wealth involves using the <T>oll option when you
- place fighters on guard. For example, you can place 100 fighters on guard in a
- sector and tell them to charge everyone who passes a toll of 1000 credits. For
- each player who enters that sector and pays the toll you will be paid 60% of
- the toll - in this case 600 credits.
-
- You can also use your fighters to attack other players' ships. When you attack
- fighters or ships you will be asked how many fighters to send into battle.
- Every fighter that you send will face an enemy fighter and will win 50% of the
- time. This continues until all the enemy fighters are destroyed or all the
- fighters you sent have perished in the fight. If you destroy an enemy flagship
- you can salvage up to 50% of its cargo holds. The number you can salvage is
- limited by the number of fighters you kill in the same attack that destroys the
- flagship. For example, if you destroy a ship guarded by 100 fighters you will
- get more holds than if you destroyed a ship with 50 fighters. Therefore, if
- you attack the ship in multiple waves, the number of holds you can salvage is
- limited by how many fighters you destroyed in the SAME WAVE THAT DESTROYED THE
- FLAGSHIP! If you plan to completely destroy a player's ship, then you should
- do it in a single attack to maximize the number of holds that you can salvage.
- Unfortunately, when you attack another player's flagship, they will be briefed
- on the attack when they next log on.
-
- A flagship is limited in how many cargo holds it can contain. Once it is fully
- upgraded, you will not be able to salvage or purchase additional holds.
- Depending on an option set by the Sysop, it may be possible to acquire a Class
- "A" ship which can be upgraded with more holds than a standard issue Class "B"
- vessel. In addition, a class "A" ship may be issued a larger daily ration of
- antimatter. If this option is permitted, you will be able to buy a class "A"
- ship at any class 4 port (such as Cosmos in sector 1) but ONLY after you have
- fully upgraded your class "B" ship. When you port at any class 4 port it will
- notify you if your ship is fully upgraded and, if you don't already have one,
- it will tell you the price to acquire a Class "A".
-
- Fighters left guarding a sector will not allow any other player to enter with
- the following exceptions:
- 1) When you leave fighters in a sector you get the option of giving them a
- password. If you give them a password and tell it to another player then that
- player will be able to enter the sector, dock at ports and land at any planet
- there. He can also simply pass through the sector unharmed.
- 2) If you select the password option and then at the password prompt you
- press <ENTER>, the fighters will have a "blank" password and will spy for you.
- Other players will be able to pass freely by 'spy fighters' but their passing
- may be reported to you. The more spy fighters you deploy in a sector the
- better the chance of sighting ships. (1 spy sights 10%, 100+ spies sight 100%
- of travelers).
- 3) When you encounter fighters charging a toll you will be able to pay the
- toll and then enter the sector. Of course, flagships parked in a sector with
- ANY fighters on guard cannot be attacked (except by the owner of the fighters)
- until all the sector guards are destroyed.
-
- Some antimatter is used every time you move to a new sector. Also, antimatter
- is used to dock at ports, launch sector signs, jettison cargo, and each time
- you place a bet when gambling. Extra antimatter is expensive and is usually
- purchased only in emergencys. The amount of antimatter required to move to
- another sector or to dock at a port varies with how many holds your ship has
- and with the amount of cargo you are carrying. The <I>nformation... command
- will tell you how much antimatter is used by these operations.
-
- There are a couple of strange phenomena in the universe that are useful in
- traveling intergalactic distances: Black Holes and Pulsars. Entering a sector
- containing a Black Hole will usually cause your ship to be warped to the other
- half of the universe. Some of your fighters may lose their lives in the jump
- so be careful. Entering a Pulsar does not carry the same danger to your
- fighters but it will require quite a bit of antimatter to control your orbit
- around the Pulsar itself. A Pulsar will normally warp you between the 1st and
- 2nd quadrants if you are in the first half of the universe. If you are in the
- top half you will be warped between the 3rd and 4th quadrants.
-
- NOTE: The Pulsar will only warp you into sectors that end in the digits 01-50.
-
- Another way to quickly cover long distances is by using a Hyperspace Crystal.
- If you have enough money, you may be offered one of these when you dock at a
- class 1 port. The price varies depending on the size of your ship. To use one
- of these you simply type a sector number that isn't connected to the sector you
- are in. After the 'You can't warp there from here.' message you will be asked
- if you want to use a Hyperspace Crystal. If you answer yes, you will be
- immediately transported to the sector you requested.
-
-
- Commands can be executed by typing the capital letter in the angle brackets <>.
- The following are the commands that can be executed from the
- "command? (H=Help):" prompt.
-
- <H>elp: lists available commands.
-
- move to sector <2>: enables you to move to another sector. Simply entering
- the sector number by itself moves you to that sector (if a warp connects to
- it).
-
- dock at a <P>ort and trade: used to dock at ports to buy and sell goods or, in
- the case of class 4 ports, to buy fighters, holds and antimatter.
-
- <I>nformation about your ship: lists your flagship name, how many fighters you
- have with your ship, how many holds your ship has, what you have in your holds,
- and how much time and antimatter you have remaining.
-
- list <O>ther players: lists other active players, their ship names, and their
- "power". Power includes cash, cargo holds, and fighters with the ship. Note
- that power doesn't include deployed fighters. For more information, use
- <C>alculate player strength under <U>tilitys.
-
- take/leave <F>ighters: this command allows you to deploy fighters in a sector
- or to take fighters left in a sector (by leaving 0 fighters there). You get
- the option of giving the fighters a password that can be used to allow other
- players to pass. You can also instruct the fighters to charge a toll to all
- who enter (you will get 60% of tolls paid to your fighters). For a report on
- all your fighters left in the entire universe, use <F>ighter report under the
- <U>tilitys menu. Also, if you encounter fighters guarding a sector, you will
- be confronted with the fighters and the following menu: <A>ttack, <R>etreat,
- <P>assword, or <S>elf-destruct. Entering an "A" will enable you to attack the
- fighters. Entering an "R" will cause your ship to retreat to the LAST SECTOR
- YOU OCCUPIED. If you know their password (assuming they have one!) you might
- enter a "P". With the proper password, the fighters will permit you to enter
- the sector normally. Last, there is the suicide option: "S". Sometimes a
- particularly treacherous enemy will put fighters in your path of retreat,
- trapping you between 2 fleets of fighters. Assuming you don't have enough
- fighters to fight your way out (or a Hyperspace crystal), you might enter the
- "S" to self-destruct. The explosion of your ship may kill some of the
- attacking fighters. When you self-destruct, you will lose a day's antimatter
- ration by not being able to log on for 24 hours. If you encounter fighters
- charging a toll (of, say, 1000 credits), you will get a menu containing "<T>oll
- ( 1000 )". In this case, pressing the "T" key would deduct 1000 credits from
- your account, deposit 600 into the account of the owner of the fighters, and
- allow you to enter the sector.
-
- leave <S>ign in sector: this option allows you to leave a sign of up to 32
- characters in a sector. Signs are expensive but you get reimbursed for 90% of
- the cost when you remove one. It also takes some antimatter to launch a sign.
- To locate signs that you have left throughout the universe, use <F>ighter
- report under the <U>tilitys menu.
- NOTE: signs are the ONLY investment that you can make that will survive the
- destruction of your ship.
- NOTE: signs 'expire' if not removed within 56 days (8 weeks).
-
- <R>emove sign: use this command to remove a sign that you left and you will be
- given a refund of 90% of the going price of the sign. You can also use this
- command to remove signs left by others but it is quite expensive.
-
- <L>and at a planet: this allows you to take equipment, organics and ore from a
- planet's surface.
-
- <J>ettison cargo (dump holds): this command allows you to empty your cargo
- holds - say, when you get an opportunity to haul something more profitable or
- just need to increase you fuel economy for a long trip. Using this command
- will cost you 10 grams of antimatter to eject the cargo of each full hold.
-
- <A>ttack fighters or ships: use this command to attack other players flagships
- or enemy fighters guarding a sector.
-
-
- <C>ommerce report on port: C123 gives quantities needed and goods for sale at
- port 123.
-
- <B>uy fighters mail-order: the expensive way to get extra fighters. Use this
- when you need fighters and can't make the trip to a class 4 port. Sometimes
- you may lose a few fighters in shipping with this one.
-
- <M>anufacture or upgrade a Starbase: this will build (or upgrade) a Starbase
- in the current sector. Once built, you cannot remove a Starbase. It will
- guard the sector against all other players and requires an attack of 125 to
- 4000 fighters to destroy it. There is a chance that a player self-destructing
- in the sector will damage or destroy the Starbase (the chance varys inversely
- with the size of the Starbase). These defensive devices are usually cheaper
- than the equivalent number of fighters but are only useful for guarding a
- sector (and whatever it contains - ships, planets, etc). Unlike fighters, you
- cannot give a Starbase a password or instruct it to charge a toll.
- Type 1 Starbases=125 fighters strength, 2=250, 3=500, 4=1000, 5=2000, 6=4000
-
- <U>tilitys menu: allows you to send mail to other players and to change your
- password. It also lets you see statistical information on yourself and others.
-
- <N>avigation info on sector: N97 lists the sectors that connect to sector 97.
-
- re<D>isplay sector: This will redisplay the current sector.
-
- <Q>uit the game: This is what you do when you run out of fuel.
-
-
- The ; key can be used to enter multiple commands at once. For example, to move
- from sector 1 to 2, land at the planet there, then on to 3, port there, then
- back to 2, and then to return to 1 you could enter: 2;L;3;P;2;1
-
- To repeat that sequence (or the last command containing a semi-colon) simply
- type the / key by itself and press <ENTER>.
-
-