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1989-02-01
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Geopolitik v1.0
The Object: As a player in Geopolitik, you will take control of one of these
complexes as supreme dictator. Your purpose is to use whatever weapons that
are available--diplomacy, economics, subversion, guns, or even nuclear arms--
to unite the world under the flag of your nation. Remember the lesson of
WWIII at all times, however: if the skies of the planet are again clouded by
a nuclear winter, any victory will be hollow.
The Global Market: The commodities of the world are categorized into six
basic types. The first four are natural resources, and the other two are
manufactured goods. Agriculture (AGR) is any kind of food product. Energy
(ENE) consists of all sources of power--coal, oil, wind, atoms, tides--
and is necessary for production of industrial and technological goods.
Metals (MET) are the raw ores also used in the production of both manufactured
goods. Nonmetals (NON) are any other natural resource not covered by the
first three--lumber, mutant poodles, cocaine--and are used in industrial
production. Industry (IND) is made up of all low-tech manufactured goods--
clothing, cars, television sets--and is also used as the basis for Technology
production. And finally, Technology (TEC) is the most advanced manufactured
commodities--computers, satellite dishes, or household robots. All buying and
selling is done on the fiercely competitive world market, so there is ample
opportunity for monopolies, cartels, and other agreements between nations to
spring up.
How The Game Is Set Up: The game is set up on a first come-first served basis
with the first twenty people to log on taking control of the various nations.
A day of real time is equivalent to a month of game time, as the first caller
every day gets the excitement of watching the maintenance program run. The
game was programmed with the kind of person who can't log on every day in mind
as you can basically set your country on autopilot and have a reasonable
chance of coming back to it in one piece, unless someone got really nasty
towards you.
What The Maintenance Program Does: Basically, this routine accounts for the
passage of time, controlling population growth, commodities production,
consumption and trade; rebel attacks and growth; and revenue collection and
spending. So if you log on one morning and find half of your commodities
destroyed and half of your military defected to the rebels, be assured that
the maintenance program has done its job.
What You Should Do Every Time You Play:
1) Read the newspapers to find out what's happened since your last log on.
2) Check to make sure that all of your regions are in good order, with the
following guidelines--
a) Strong rebel forces are generally an indication that things are
going badly. To take care of them, either fix whatever is
economically wrong with the region or apply the BandAid solution
of a military counterstrike against them.
b) Be aware that every night the people in each region will expect
to have 1 unit of each commodity for every 1000 people for their
consumption. If you can't log on every day, make sure that your
automatic import level is high enough to provide for the people.
c) Also remember that production of industry and technology requires
that you have natural resources stockpiled, according to the
following formulae:
Every 6 units of industry produced requires 2 units of metals
and nonmetals each, plus 3 units of energy.
Every 12 units of technology produced requires 3 units of
metals, 4 units of energy, and 6 units of industry.
See the note at the end of guideline (b).
d) Per capita social expenditures can be used to placate the people.
e) The people are fairly sensitive to how large the army is.
f) The poorer your nation is in comparison to the other nations of
the world, the unhappier your people get.
g) A high tax rate also tends to upset the people.
h) Before logging off, view your domestic status and check the
unrest percentages in each of the regions. You know something
is wrong if these are very high--check points a through e.
*** Important Note ***
At almost any prompt, you can just enter a "Q" to abort the current operation.
You can also use "H" at any main prompt to get detailed help on that section.
Command Descriptions
====================
Main Commands:
[A] history lesson: about World War III
[D]iplomacy: this section allows you to control your relations with other
nations, send messages, make declarations, or quit your position as
dictator.
[E]conomy: this section deals with buying, selling, development, moving
your commodities around, per capita social expenditures, and the like.
[I]ntelligence: this section is where you can do sneaky things like spy
on other nations or send covert arms/aid packages.
[M]ilitary: should be obvious--attacks, building/destroying weapons, etc.
[N]uclear: same as military, except dealing with nuclear forces.
[P]apers: allows you to read this year's or last year's newspaper
articles to see what has happened.
[Q]uit: quit the game and return to the BBS.
dome[S]tic: this sections deals with events at home in your regions.
[W]orld status: allows you to see the current makeup of the world scene.
Section II
Hints and Tips
Economics
---------
Economic control is the most important aspect of GeoPolitik. It is your
stockpiles of resources that determine your wealth and therefore, your
ability to build weapons. You must master all of the aspects of World
Trade in order to succeed as a superpower.
Improve your production in your regions as often as possible and you
will be soon producing enough resources to start exporting. Set your price
so that it is as competative with the other nations as possible. Export
only your excess, do not deplete your resources.
Domestic
--------
Your domestic status is very important. The way you deal with your own
people has a very powerful effect on your nation. If you do not treat them
well, they will revolt, requiring either a large expendature of military
forces to put down a revolution or removal of the region.
Do not set your taxes too high. High taxes more than anything will result
in angering your people and causing rebels to form. Keep the percapita
spending at a reasonable level - your people like to be treated well.
Don't get into debt. The people of a country loose faith in it very
quickly if is in debt. You have plenty of time - there's no rush to
get something done, so wait for the best time to make a large purchase.
Military
--------
It is true that the main goal of this game is total domination of the
world, but there are other ways than military - such as trade monopolies
or embargos. Use military force only as aa last resort.