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Text File
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1992-12-22
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13KB
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305 lines
" "
"<╨> TO ╨AUSE <╥ETURN> TO ┴BORT
" "
" "
"├╔╘┴─┼╠ (C) 1991,92 ╓ORTEX╬ET
" "
" "
"├ITADEL IS A GAME OF LOGISTICS, STRATEGY AND EXPANSIONISM. ╔T IS A GAME
"OF TRADE, WARFARE AND SURVIVAL. ╔T ALLOWS FOR THE SIMULTANEOUS REAL-TIME
"PLAYING OF UP TO 150 EMPIRES ON A 72X48 MAP OF 16 DIFFERENT TERRAIN
"TYPES.
" "
"├ITADEL IS HOPEFULLY A VICIOUS GAME OF CUTTHROAT ECONOMICS, WEALTH
"DISTRIBUTION AND COLD-HEARTED WAR. ┴NY SUGGESTIONS TO MAKE IT MORE
"COMPLEX, STRATEGY-DEPENDENT AND INTELLIGENT ARE WELCOMED.
" "
" "
"├ITADEL: ╔NSTRUCTIONS & ╟AMEPLAY
" "
" "
"╘HE OBJECT OF THE GAME IS CONQUEST AND SURVIVAL. ╒LTIMATELY, THE WINNER
"IS THE EMPIRE THAT OWNS THE ENTIRE MAP.
" "
" "
"╙URVIVING IN THE ├ITADEL ╫ORLD:
"-------------------------------
" "
"╘HERE ARE ONLY TWO WAYS TO BE DESTROYED IN ├ITADEL.
" "
"1) ╟ET ATTACKED AND DEFEATED (YOUR CITADEL) BY ANOTHER PLAYER.
"2) ═ISMANAGEMENT OF THE EMPIRE.
" "
"┴VOIDING BEING DEFEATED AT ╘HE ├ITADEL IS A MATTER OF PERSONAL
"STRATEGY. ┴ ├ITADEL IS AUTOMATICALLY THE HIGHEST MOST ADVANTAGEOUS
"TYPE OF TERRAIN TO DEFEND FROM. ╓ARIOUS OTHER OPTIONS EXIST TO
"ENSURE THAT YOUR ├ITADEL IS NEVER ATTACKED. ┬UILDING WALLS AROUND IT,
"KEEPING SOLDIERY AND KNIGHTS ABUNDANT IN IT, ANY FORM OF
"HIGH-ADVANTAGE TERRAIN CONSTRUCTION NEARBY. ╠OSING THE ├ITADEL
"AUTOMATICALLY GIVES OVER YOUR ENTIRE EMPIRE TO THE ATTACKER AND
"MEANS YOU MUST START OVER.
" "
"┴ CLAUSE EXISTS IN ├ITADEL THAT PREVENTS ANY NEW KINGDOM FROM BEING
"ATTACKED BY OLDER EMPIRES DURING ITS FIRST 9 TURNS OF EXISTENCE. ╘HIS
"GRACE PERIOD IS AUTOMATICALLY BROKEN IF THAT EMPIRE MAKES AN ATTACK
"AGAINST ANY OTHER EMPIRE. ┼MPIRES OF YOUNGER OR EQUAL AGE MAY ATTACK
"EMPIRES WHICH HAVE NOT EXISTED FOR 9 TURNS.
" "
"═ISMANAGEMENT OF THE ╦INGDOM CONSISTS OF FAILING TO PROVIDE YOUR
"TERRITORY WITH THE NECESSITIES. ┼VERY TIME THE ├ITADEL ╧PTIMIZER
"IS EXECUTED (WHICH REPRESENTS ONE TURN IN THE ├ITADEL GAME)
"YOUR KINGDOM WILL AUTOMATICALLY BE UPDATED. ╘HE ├ITADEL ╧PTIMIZER COLLECTS
"TAXES FROM YOUR VILLAGES AND IT ALSO COLLECTS ALL YOUR PRODUCTION
"(FROM RESOURCE PRODUCING PLOTS, IE: HILLS-COAL, MOUNTAINS-IRON,
"PLAINS-FOOD, FOREST-WOOD). ┴FTER THE COLLECTION PHASE IS COMPLETED
"THE ╧PTIMIZER WILL RUN THE DISTRIBUTION PHASE. ╘HE RULES OF ├ITADEL
"DEMAND THAT YOU PROVIDE EACH OF THE PLOTS IN YOUR EMPIRE WITH SOME
"RESOURCES TO KEEP IT FUNCTIONING. ╫ITH THE EXCEPTION OF ┬RIDGES, ┬OATS,
"╨ORTS, ╫ALLS, ╘OWERS AND ╥E-ENFORCED ╘OWERS, ┴╠╠ PLOTS REQUIRE 1 OF ┼┴├╚
"RESOURCE TYPE PER TURN. ┬RIDGES REQUIRE ONLY 1 WOOD UNIT TO MAINTAIN,
"┬OATS REQUIRE 3 WOOD UNITS, ╨ORTS REQUIRE 3 WOOD UNITS AND 1 COAL,
"╫ALLS REQUIRE 1 IRON, ╘OWERS USE 1 IRON AND 1 COAL, AND
"╥E-┼NFORCED ╘OWERS REQUIRE 2 IRON AND 2 COAL PER TURN. ╔N
"ADDITION, ALL SOLDIERY REQUIRES FOOD EVERY TURN TO BE MAINTAINED.
" "
"╔F ONE OF YOUR RESOURCE SUPPLIES EVER GETS TOO LOW (IT MAY GO INTO THE
"NEGATIVES, TO RUN A DEFICIT, BUT A GOOD GUIDE IS TO NEVER LET
"YOUR STOCKPILE IN ANY ONE RESOURCE GO INTO THE NEGATIVES) IN
"CONJUNCTION WITH ANY OTHER, YOU RISK BANKRUPTING YOUR EMPIRE.
" "
"╘HE <─>ISPLAY FUNCTION WILL GIVE YOU VARIOUS LEVELS OF WARNING DEPENDING
"ON HOW MUCH IN NEED YOU ARE OF SPECIFIC RESOURCES. ╔F YOU EVER GO BELOW
"CRITICAL LEVEL IN ANY ONE RESOURCE THE CITADEL ╧PTIMIZER WILL
"AUTOMATICALLY TAKE 2 OF ANOTHER RESOURCE TO COMPENSATE FOR EVERY 1 UNIT
"YOU ARE BEHIND IN THE FAILING ONE. ┬EING AT THE CRITICAL LEVEL IN MORE
"THAN 1 RESOURCE AT THE SAME TIME WILL ALMOST CERTAINLY ENSURE DEATH.
" "
"╚INTS AND ╘IPS
"--------------
"─IFFERENT TYPES OF TERRAIN HAS DIFFERENT DEFENSE VALUES. ╘HIS DOES NOT
"COME INTO PLAY WHEN ATTACKING UNCONTROLLED PLOTS. ╒NCONTROLLED PLOTS
"HAVE THE EQUIVALENT OF APPROXIMATELY 150 NORMAL MEN. ┼VERY TIME YOU
"ARE REPULSED BY ONE OF THEM THEIR FORCES ARE REPLENISHED.
" "
"┘OUR LAND PLOTS MUST HAVE MEN OR KNIGHTS LEFT IN THEM IN ORDER TO DEFEND
"THEMSELVES. ╨LOTS LEFT DEVOID OF AN ARMY CAN BE TAKEN OVER BY OTHER
"PLAYERS WITHOUT INJURY TO THEMSELVES.
" "
"┴ GOOD STRATEGY MIGHT BE TO <┼>VOLVE A SERIES OF PLOTS ALL IN THE
"SAME AREA INTO VERY HIGH PRODUCTION AND THEN BUILD A WALL AROUND THEM.
" "
"┴N ATTACK STRATEGY FOR CERTAIN SITUATIONS MIGHT BE TO BUILD A BRIDGE
"ACROSS A RIVER, ATTACK AND THEN RETREAT ACROSS THE BRIDGE WHILE
"BURNING BITS OF IT TO AVOID ANY PURSUIT.
" "
"─ON'T LEAVE A BOAT IN SOMEONE ELSE'S HARBOUR. ╔T DOESN'T COST ANYTHING FOR
"ANYONE TO <╘>ORCH A BOAT. ─ON'T CONSTANTLY <┬>REAK ALLIANCES.
"╘HE ALLIANCE FUNCTION IS MOSTLY A FORMALITY. ╔T WILL PREVENT YOU FROM
"ACCIDENTALLY ATTACKING ANY PLOTS YOU ARE ALLIED WITH BUT THERE ARE NO
"PENALTIES FOR <┬>REAKING THE ALLIANCE. ╥EADING THE <╬>EWS FILE MIGHT BE
"A GOOD INDICATION OF WHO ISN'T SINCERE ABOUT THEIR ALLIANCES.
" "
"╘HE ESSENSE OF THE ├ITADEL GAME IS IMAGINATIVE STRATEGY. ├ITADEL ALLOWS
"PLAYERS TO CREATE THEIR OWN ATTACK AND DEFENSE PLOYS UNLIMITINGLY, WITH
"ALL THE RESOURCES OF THE GAME AT THAT DISPOSAL. ╔T POSSESSES THE UNIQUE
"TRAIT OF BEING A GAME WHICH IS EVOLVED AND DIRECTED ENTIRELY BY THE
"IMAGINATION OF THE PLAYERS, IT MERELY KEEPS THE RECORDS AND APPLIES
"THE RULES.
" "
"─EFENSE VALUES OF TERRAIN FROM BEST TO WORST:
"---------------------------------------------
"├ITADELS
"╥EENFORCED TOWERS & ╫ALLS
"┬OATS & ╨ORTS
"┬RIDGES
"╓ILLAGES
"╘OWERS
"╥ESOURCE PLOTS (PLAINS, FOREST, HILLS, MOUNTAINS)
"ALL OTHER PLOT TYPES
" "
"* ╘HERE IS NO TERRAIN WHICH HAS A DEFENSE INITIATIVE WORSE THAN THAT OF
" THE ATTACKER.
" "
" "
"╘HE ═AIN ├ITADEL ═ENU
"---------------------
" "
"(1) ┼XCHANGE CREDITS FOR GOLD
" - ALLOWS YOU TO SWAP ┬┬╙ CREDITS FOR ├ITADEL GOLD.
" "
"(2) ┼XCHANGE CREDITS FOR TIME
" - ALLOWS YOU TO SWAP ┬┬╙ CREDITS FOR ├ITADEL GAME TIME.
" THE AMOUNT OF GAME TIME REMAINING IN THE CURRENT TURN IS ALWAYS
" DISPLAYED ON THE MENU PROMPT.
" "
"(┬) ┬REAK ALLIANCE
" - ALLOWS YOU TO BREAK AN ALLIANCE WITH ANOTHER EMPIRE WHICH YOU
" CURRENTLY HAVE A TREATY WITH. ╘HE ALLIANCE OPTION IS A FORMALITY.
" IT PREVENTS PLAYERS FROM ACCIDENTALLY ATTACKING THOSE THEY HAVE
" AGREEMENTS WITH, BUT THERE IS NO PENALTY FOR ┬REAKING AN ALLIANCE.
" ╬EW ALLIANCES AND ┬ROKEN ALLIANCES ARE DISPLAYED IN THE WAR NEWS.
" "
"(├) ├HANGE NAME
" - ALLOWS YOU TO CHANGE THE NAME OF YOUR EMPIRE.
" ╦INGDOM NAME CHANGES APPEAR IN THE WAR NEWS FILE.
" "
"(─) ─ISPLAY STATUS
" - DISPLAYS ALL OF YOUR EMPIRE'S RESOURCES, ALLIANCES, PRODUCTION STATS,
" AS WELL AS THE COORDINATE MAP LOCATION OF YOUR ├ITADEL. ╘HE NET
" PRODUCTION STATS REFER TO THE AMOUNT OF CHANGE IN EACH RESOURCE THAT
" WAS EFFECTED DURING THE LAST TURN, AFTER ALL CALCULATIONS WERE
" COMPLETED.
" "
"(┼) ┼XAMINE CITADELS
" - PROMPTS FOR A STARTING AND ENDING NUMBER, WHICH CORRESPONDS TO THE
" ┬┬╙ USER NUMBERS OF PLAYERS. ╔T YIELDS THE COORDINATES OF EACH
" PLAYER'S CITADEL. ╙TARTING NUMBER IS 1 TO 150, AND ENDING NUMBER
" SHOULD BE ANYWHERE FROM THE STARTING NUMBER TO 150.
" "
"(╟) ╟O FROM ├ITADEL
" - LOG OFF FROM ├ITADEL.
" "
"(╔) ╔NSTRUCTIONS
" - DISPLAYS INSTRUCTION FILE.
" "
"(═) ═AP SUB-SECTION
" - MOVES TO MAP AND BATTLE MENU... DESCRIBED FURTHER DOWN.
" "
"(╬) ╬EWS (WAR/RECENT)
" - LISTS ALL MAJOR EVENTS THAT HAVE HAPPENED IN THE ├ITADEL WORLD,
" BEGINNING WITH THE MOST RECENT. ╘HE WAR NEWS FILE CONTAINS ALL OR
" THE 50 MOST RECENT EVENTS IN THE ├ITADEL WORLD. ╘HIS INCLUDES WHEN
" THE ╧PTIMIZER WAS LAST RUN, LOCATIONS OF ATTACKS, ├ITADELS WHICH
" GET DEFEATED, ALLIANCES AND NAME CHANGES.
" "
"(╧) ╧PTIMIZER REPORT
" - DISPLAYS THE MOST RECENT ╧PTIMIZER REPORT, WHICH GIVES GENERAL
" PRODUCTION AND LANDSCAPE INFORMATION OF THE WORLD. ╘HE REPORT
" INCLUDES USEFUL STATISTICS ON AVERAGE EMPIRE SIZE, HOW MANY TAXES
" ARE BEING COLLECTED PER TURN, PRODUCTION RATES FOR INDIVIDUAL
" RESOURCES AS WELL AS THE NUMBER OF EMPIRES IN THE WORLD, THE
" LARGEST EMPIRE, AND THE WORLD OCCUPANCY RATE.
" "
"(╨) ╨ICTURE MAP
" 1) - DISPLAYS COORDINATE GRID AND MOST RECENT ASCII PICTURE MAP OF
" THE WORLD. ╘HE PICTURE MAP IS UPDATED EACH TIME THE OPTIMIZER IS
" RUN TO REFLECT THE BIRTH OF NEW CITADELS AND THE BUILDING OF
" STRUCTURES AS WELL AS NEW BRIDGES AND LOCATIONS OF SHIPS.
" "
" 2) - DISPLAYS THE COORDINATE GRID WITH THE CURRENT CONTROLLED
" TERRITORY MARKED WITH A DIFFERENT CHARACTER FOR EACH EMPIRE AND
" REPORTS BACK ON THE SIZE OF EACH EMPIRE. ╘HE CONQUEST MAP IS
" UPDATED EACH TIME THE OPTIMIZER RUNS.
" "
"(╙) ╙END ┼NVOY
" - ALLOWS YOU TO SEND ENVOYS TO OTHER EMPIRES. ┼NVOYS CAN REQUEST
" ALLIANCES, OR BRING GIFTS OF GOLD OR RESOURCES, OR MAKE TRADES.
" "
"(╘) ╘RADING SECTION
" - MOVES TO THE TRADING SECTION AND OPEN MARKET SYSTEM OF ├ITADEL.
" ╥ESOURCES CAN BE LISTED FOR SALE OR BOUGHT FROM OTHER PLAYERS IN
" THIS AREA.
" "
"(╫) ╫AR MESSAGE
" - ENTERS A ONE LINE COMMENT INTO THE NEWS FILE.
" "
"═AP ╙UB-╙ECTION ═ENU
"--------------------
" "
"╒PON ENTERING THE ═AP SUB-SECTION FOR THE FIRST TIME, YOU ARE PROMPTED
"FOR A SET OF HORIZONTAL AND VERTICAL COORDINATES. ╞ROM THEN ON, ABOVE
"THE MENU PROMPT IT WILL DISPLAY A 5 X 5 PORTION OF THE MAP, CENTERED ON
"THE COORDINATES WHICH YOU SELECTED. ╞OR EXAMPLE, TO EXAMINE YOUR ├ITADEL
"AND ITS SURROUNDING TERRAIN, USE THE COORDINATES GIVEN ON YOUR ╙TATUS
"AS THESE MAP COORDINATES.
" "
" "
"(┬) ┬UILD BOAT/BRIDGE/PORT
" - ALLOWS PLAYER TO BUILD EITHER A BOAT, BRIDGE OR PORT. ┴ MENU
" DISPLAYS THE AMOUNT OF GOLD, WOOD AND COAL REQUIRED TO BUILD
" EACH ITEM. ┼ACH MAY ONLY BE BUILT ON A WATER PLOT. ╔N ADDITION,
" BOATS MUST BE BUILT ADJACENT TO PORTS. ┴LL REQUIRE A NUMBER OF
" COMPLETE TURNS TO FINISH CONSTRUCTION. ┬RIDGES TAKE 1 TURN, BOATS
" TAKE 2 TURNS, AND PORTS REQUIRE 3. ╘HIS MEANS THAT IN ADDITION
" TO THE CURRENT TURN, IT TAKES THAT NUMBER OF FULL OPTIMIZER PHASES
" TO COMPLETE THAT ITEM.
" "
"(├) ├ONSTRUCT/REENFORCE WALL OR TOWER
" - ALLOWS FOR THE INITIAL CONSTRUCTION OF A WALL OR TOWER, OR THE
" REENFORCEMENT OF A TOWER IN EXISTENCE. ┴ MENU DISPLAYS THE AMOUNT
" OF GOLD, IRON AND COAL REQUIRED TO BUILD EACH. ╫HILE EACH OF THESE
" ITEMS IS IMMEDIATELY USABLE, THEY REQUIRE A NUMBER OF TURNS TO
" REACH THEIR FULL DEFENSIVE CAPACITY. ╬ORMAL TOWERS WILL BECOME
" FULLY DEFENSIVE (STRENGTH 2) IN 1 FULL TURN. ╫ALLS AND ╥E-ENFORCED
" TOWERS (EACH STRENGTH 8) INCREASE 2 STRENGTHS PER FULL TURN UNTIL
" THE MAXIMUM IS ATTAINED.
" "
"(─) ─ISPLAY STATUS - SAME AS ABOVE
" "
"(┼) ┼VOLVE LAND PLOT
" - ALLOWS FOR THE INCREASING OF PRODUCTION ON ANY LAND PLOT. ┼ACH TIME
" THE OPTIMIZER IS EXECUTED, EACH VIRGIN RESOURCE PLOT PRODUCES 4 UNITS
" OF ITS PARTICULAR RESOURCE. ┼VOLVING THE PLOT ALLOWS FOR INCREASED
" PRODUCTION AT EVERY OPTIMIZER EXECUTION. ┼FFECTIVELY MAKING SPECIFIC
" PLOTS MORE VALUABLE FOR PRODUCTION. ┴ MOUNTAIN PLOT (┼)VOLVED ONCE
" WILL FROM THEN ON PRODUCE 5 IRON UNITS PER TURN. ┴ FOREST PLOT
" (┼)VOLVED THREE TIMES WILL FROM THEN ON PRODUCE 7 WOOD UNITS PER TURN.
" "
"(╔) ╔NFORMATION/RECONNAISANCE
" - PROMPTS A VERTICAL COORDINATE ON THE CURRENTLY VIEWED SECTION OF
" MAP AND THEN DISPLAYS ALL INFORMATION (OWNER, NUMBER OF ARMIES,
" PRODUCTION/STATUS) FOR EACH LAND PLOT WITH THAT VERTICAL COORDINATE.
" "
"(═) ═OVE/MOBILIZE ARMIES
" - THIS OPTION IS USED FOR BOTH ATTACKING OTHER PLOTS AND MOVING ARMIES
" BETWEEN YOUR OWN PLOTS. ╔T PROMPTS FOR THE COORDINATES OF WHERE YOU
" ARE MOVING MEN FROM, HOW MANY MEN YOU ARE MOVING, AND THEN THE
" DIRECTION OF MOVEMENT.
" "
"(╬) ╬EW MAP SECTION
" - THIS OPTION ALLOWS YOU TO SPECIFY ANOTHER 5X5 GRID OF THE MAP TO
" EXAMINE.
" "
"(╤) ╤UIT TO ├ITADEL ═AIN ═ENU
" - RETURNS TO THE ├ITADEL MAIN MENU
" "
"(╥) ╥ECRUIT SOLDIERY
" - ALLOWS FOR THE PURCHASE OF INFANTRY AND KNIGHTS. ┘OU MAY ONLY
" RECRUIT MEN ONTO YOUR ├ITADEL, A TOWER OR A REENFORCED TOWER. ╟OLD
" AND FOOD ARE REQUIRED TO RECRUIT ARMIES.
" "
"(╙) ╙AIL BOAT
" - MOVES BOATS AS MOVING ARMIES. ┼ACH BOAT MAY MOVE A MAXIMUM OF 16
" WATER PLOTS PER TURN.
" "
"(╘) ╘ORCH BOAT OR BRIDGE
" - ALLOWS FOR THE BURNING OF BRIDGES OR BOATS WHICH YOU OWN A PLOT
" ADJACENT TO.
" "
"(╓) ╓ILLAGE CONSTRUCTION
" - BUILDS A VILLAGE. ╓ILLAGES RETURN TAX MONEY EACH TURN AT A RATE
" OF RND(400)+250 GOLD PER VILLAGE PER TURN. ╘HEY REQUIRE GOLD AND
" ONE OF EACH RESOURCE TO BUILD.
" "
" "
"╘O SUMMARIZE: ┼VERY TURN, EVERY LAND PLOT IN YOUR EMPIRE REQUIRES ONE OF
"EACH RESOURCE TO KEEP, EXCEPT SOME STRUCTURES OUTLINED ABOVE WHICH
"HAVE SPECIALIZED REQUIREMENTS. ┴LSO, ALL EXISTING SOLDIERY REQUIRE 1/3
"OF THE ORIGINAL FOOD COST TO MAINTAIN PER TURN.
" "
"┴DDITIONALLY, EACH TURN, VILLAGES SUPPLY THE TREASURY WITH TAX
"MONEY, AND EVERY RESOURCE PLOT ADDS WHATEVER RESOURCES IT
"PRODUCES TO THE EMPIRE'S STOCKPILE. ╔T IS IMPORTANT NOT TO NEGLECT
"THIS UNIT DISTRIBUTION AND RUN TOO LARGE OF A RESOURCE DEFICIT.
" "
"┴LSO, FOOD IS REQUIRED TO RECRUIT AN ARMY. ╫OOD IS NEEDED TO BUILD BOATS
"AND BRIDGES. ╔RON IS USED TO CONSTRUCT WALLS AND TOWERS, AND COAL IS
"REQUIRED FOR ALL BUILDING. ╘HE CONSTRUCTION OF VILLAGES ALSO REQUIRES
"EACH RESOURCE. ╘O FACILITATE THE OBTAINING OF RESOURCES WHICH ARE NOT
"CLOSE TO THE KINGDOM, EMPIRES MAY TRADE AMONG THEMSELVES ON AN OPEN MARKET
"OR BY PRIVATE ENVOY.
" "
"╘HE EVENTUAL GOAL OF THIS KINGDOM ORGANIZATION IS WARFARE, AND THE CONQUEST
"OF OTHER EMPIRES.
" "