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S p a c e E m p i r e E l i t e
MS-DOS Version 1.0.0
by
Carlis Darby & Mike Martinez
Documentation by Carlis Darby
Support BBS, HyperSpace I - Spartanburg, SC
803-576-6212 2400/9600/19200/v.32/v.42bis/MNP1-5
Copyright 1992,
Carlis Darby and Mike Martinez
Based on Space Empire Elite for Atari ST BBS's by
Jon Radoff, Jurgen Van den Handel and
Carlis Darby
FOREWORD
For many of you, this may be your first exposure to SPACE
EMPIRE ELITE (hereafter known as SEE). SEE is by no means
new, only new to the MS-DOS world. SEE is, by far, the most
popular online game for the Atari ST BBS'ing platform. Many
an MS-DOS user has admitted that their sole reason for
calling an Atari ST BBS was to play SEE. Many people have
contributed to the evolution of SEE and as such I feel it is
necessary to give some background of the development of the
game and to give credit to all those who have had a part in
it.
Space Empire was originally written for Atari ST BBS's by Jon
Radoff. Jon quit working on Space Empire to pursue
programming on the Amiga but his last revision (v6.04)
continued to be played and remained very popular.
In 1988, Jurgen Van Den Handel of the Netherlands, Holland
decided to write his own Space Empire in an effort to fix
some of the bugs that Jon had left behind in his last
revision. His first release of SEE was almost identical to
the last version of Space Empire by Jon. Jurgen then set to
work on making the game even more enjoyable by adding new
features and further enhancing an already superior game.
The DUTCH CONNECTION BBS, Sysop: Steve Reed, was the support
BBS for Jurgen's SEE. Steve also helped with the development
of the game itself supplying new ideas and suggestions on
ways to improve the game. When Steve had to return to the
U.S. the support BBS for SEE came down (9.06 being Jurgen's
last version). Steve brought the code with him back to the
U.S.
Mike Martinez and I had written a utility program for SEE
called SEE COMPANION. It automated many of the functions a
sysop was having to perform manually as well as adding some
"asked for" features that were not incorporated directly into
the game itself. I had conversed with Steve Reed through
FNet mail to ask him some questions concerning some things
Mike and I wanted to do with SEE Companion. Steve told me
that he was not going to be able to support the game and
asked me if I would like to take over the development of SEE.
I eagerly accepted.
I worked on SEE for almost 2 years. I fixed some bugs and
made some adjustments to begin with, then went on to adding
my own new features to the game itself virtually rewriting it
in the process. During this time, I had many people from the
MS-DOS world approach me about porting the game over. Since
I did not own an MS-DOS machine (nor had any desire to at the
time) it remained a game strictly for Atari ST BBS's.
Several clones of SEE popped up about this time of which many
of you have probably played on one BBS or another. Some of
the clones were pretty close to SEE while others were not so
close.
As MS-DOS machines continued to drop in price, became a more
multi purpose computer and my job is working with them on a
daily basis I finally decided to take down HyperSpace I BBS,
sell my Atari ST equipment and purchase an MS-DOS Compatible
machine. I relinquished support of the ST version of SEE to
some capable programers who had written utilities during the
time I worked on SEE, much as I did before taking over
development of the game.
After several months of getting comfortable with my MS-DOS
machine, I decided to begin work on a much requested MS-DOS
version of the game. Porting SEE over took a lot of time and
a lot of testing as there are many differences in the way data,
I/O and many other machine specific functions are handled on
the PC. As time went by, and SEE approached the beta testing
stage, I decided to resurrect HyperSpace I BBS as a beta test
and support board for the MS-DOS version of SEE so that I
could test the package "live", and have a way to get/receive
information from my beta testers. The game you have before
you is the result of many hours and many beta versions. I
hope that you enjoy SEE.
GAME STRUCTURE
SEE is a easy game to play, but a difficult game to master.
These instructions will explain to you the basic features and
functions of the game and what each particular item does. It
will be up to you to decided how to use each of these to gain
an advantage over your opponents and become the SPACE LORD.
SEE can be setup to either reset monthly or never reset
(Sysop Configurable) In each game, each player starts the
month with 2 ore planets, 10000 Megatons of food, 100
soldiers and 2 generals. The differences in the two games
is simply the "never reset" version is reset manually
by the Sysop whenever they choose. The scores are reset at
the beginning of the month and the person with the highest
score at that time is crowned SPACE LORD then entered into
the SEE Hall of Fame. Planets and forces, however, remain
in each players position. If the game is set for a monthly
reset, the person with the highest score gets recorded as the
SPACE LORD in the SEE Hall of Fame, but all players are
deleted from the game and everyone starts from ground zero.
The flow of SEE is another key in planning your strategy.
The game goes through s series of options in the same order
each turn. There are no options that allow you to branch off
from this program flow. This makes it essential for you to
plan your actions carefully. Each move you make in SEE can
make you or break you and even have an influence on the
outcome of battles between other players.
THE GAME PIECES
PLANETS - Planets are the key to success in SEE. Planets
feed your population, produce credits, and generate forces.
There are 3 types of planets that you may rule in SEE:
1. FOOD PLANETS produce food (obviously) which is CRITICAL to
the survival of your empire. The food is consumed by any
soldiers that you have and by the general population of
all your planets. You have to determine how many of these
planets you wish to keep on hand. If you have barely
enough to feed them, an attack by enemy forces could leave
you with a starving population that does not have the
planetary resources to produce the amount of food they
will consume. Food can be purchased at the FOOD COMMON
MARKET (discussed later) but that is providing there is
food available there. It is also more costly to purchase
the food than to produce it.
2. ORE PLANETS are the "money producers" for your empire.
These planets generate the credits you will need to fund
the inner workings of your empire, pay and maintain your
forces, and buy food and forces if necessary. Not enough
of these and your empire's infrastructure will decay
causing public unrest, thereby costing you even more
credits to get things under control. You will probably
have more ore planets than either of the other 2.
3. INDUSTRIAL PLANETS are producers of much of your military.
These planets can clone soldiers and manufacture fighters,
defense stations, carriers and heavy cruisers. While
these items can be purchased at the GOVERNMENT SPENDING
menu, it is cheaper to have them produced through
industrial planet production than buying them "off the
lot". You set the production percentage for each of the
items you want to produce. You have 100% to play with and
call allocate 0-100% to any of the five items the planets
produce. You can do this in any combination of
percentages as long as the total does not exceed 100% The
maintenance costs of INDUSTRIAL PLANETS are also half that
of FOOD or ORE PLANETS.
SOLDIERS are inexpensive to maintain but they do require food
to keep them going. Soldiers are good in a support role but
you don't want too many as the amount of food your overall
empire will require will be elevated. Soldiers perform in
both an offensive and defensive capacity.
GENERALS are commanders of the soldier transports and the
soldiers on them. Each general can command up to 50
soldiers.
FIGHTERS are used when attacking an opponent. They also
require CARRIERS to "shuttle" them to their destination.
For each 100 fighters you have, you must have a carrier to
transport them. Fighters are used in an offensive capacity
only.
CARRIERS are required to get FIGHTERS to their destination.
Each CARRIER can transport 100 fighters. CARRIERS are also
required to transport forces and port food during the TRADING
option. The amount of each item you can send is based on the
number of CARRIERS you have.
HEAVY CRUISERS are the "power" ships of your forces and as
such are very costly to build or buy. They are the most
effective of all the forces, however, and get to their
destination without an escort. They are effective in both
an offensive and defensive capacity.
COMMAND SHIP is where your military leaders plan their
strategies. It is not a fighting ship that you send on an
attack. It is given an effectiveness percentage from 0-100%.
The higher the COMMAND SHIP percentage the more effective
your forces. A COMMAND SHIP percentage of 0 would mean your
forces were 20% less effective than with a COMMAND SHIP
percentage of 100.
COVERT AGENTS allow you to hurt a player without actually
attacking him. The COVERT AGENTS allow you to do such things
as spying, bombing and other terrorist activities. The
success depends on how many COVERT AGENTS you have versus how
many your opponent has.
GAME PLAY
In this section, you will be taken through an actual game
turn to familiarize you with the flow of the game. Each turn
will always unfold in this way, providing you have what you
need to fulfill some of the options. SEE is not designed to
be played from a menu. It is designed so that you have to
make one decision after another and to be easy to play. This
does not mean it is easy to master just that you can spend
more time on strategy rather than figuring out a multitude of
options.
On to the game....
When you first enter SEE, you will be given the option
whether or not you wish to use ANSI. If this is your first
and your Sysop has enable the ability for you to use an
ALIAS, you will be able to enter one at this time. If the
ALIAS ability is turned off, your BBS login name will be used
automatically.
>> HyperSpace Software <<
presents
S p a c e E m p i r e E l i t e
MS-DOS v1.0.0
by Carlis Darby and Mike Martinez
Support BBS: HyperSpace I - Spartanburg, SC
803-576-6212 -2400/9600/19200/V.32/V.42bis/MNP1-5
Copyright 1992, Carlis Darby and Mike Martinez
All Rights Reserved
Portions Copyright
David Pence, Jon Radoff, Jurgen van den Handel,
and STeven P. Reed
Press any key to continue...
At this point, you will receive any messages that were sent
to you and also in news of attacks or covert operations
directed at you.
SEE INFORMATION MENU is where you can look at the news files,
scores, read the documentation or any update notes. It also
allows you the option of quitting back to the BBS if you
decide not to take your turns at this time.
SEE Information Menu
════════════════════
1) Today's News
2) Yesterday's News
3) Players's Scores
4) Hall of Fame
5) SEE Docs
6) Update Info
Q) Quit to BBS
════════════════════
1) Today's News - allows you to view today's general news
file.
2) Yesterday's News - allows you to view yesterday's general
news file.
3) Player's Scores - displays the players scores and the
number of planets each of them has.
4) Hall of Fame - allows you to look back at the previous
monthly winners of SEE.
5) SEE Docs - allows you to read this document.
6) Update Info - should be checked periodically as new
versions are release. Contains bug fix info and changes
in game play.
DAILY DIPLOMATIC PHASE - Allows you to make/break treaties
with other Empires. Each treaty can be offered with a 0-14
day limit. The treaty remains in effect until it reaches 0
and one player attacks the other, or one of the players uses
the Break Treaty option.
Daily Diplomatic Phase
═══════════════════════════
<1> Neutrality/Peace Treaty
<2> Free Trade Agreement
<3> Minor Defense Pact
<4> Total Defense Pact
<5> Break Treaty
<6> View Relations
<0> Do Nothing
═══════════════════════════
What would you like to do? [1-6]
1) Neutrality/Peace Treaty - is basically a treaty saying I
won't attack you and you won't attack me.
2) Free Trade Agreement - allows each player to benefit
financially from each others commerce. Each turn you will
receive 120 credits for each million people from each
player you have a Free Trade Agreement with.
3) Minor Alliance Pact - causes 20% of your allies SOLDIERS
and HEAVY CRUISERS to be added to your forces when
someone attacks you. When your lost forces in the attack
are calculated, of the 20% they sent, they will lose
whatever percentage you did.
4) Total Defense Pact - is the same as a Minor Alliance Pact
except that 40% of your allies forces will come to your
aid.
5) Break Treaty - allows you to end your alliance early.
If the player you break the treaty with has not played
today, you will not be able to attack them until after
they have completed their turns for that day. They will,
however, be able to attack you on that same day when they
logon if they so desire. Use this option carefully
because if you play before they do, and your forces are
inferior, you will be easy prey for an attack.
6) View Relations - allows you see who you have a treaty with
and how many days are left on it, as well as who is an
enemy, and with whom you have no diplomatic relations.
In addition to these restrictions, when/if the player that is
the SPACE LORD reaches 500 planets, all their treaties will
be automatically reduce to a Neutrality/Peace Treaty. They
will not be able to have any other treaties unless they drop
below 500 planets, or another player takes over as the SPACE
LORD.
INDUSTRIAL PRODUCTION ALLOCATION will allow you to set the
percentage of each Industrial Planets resources will be
geared to producing which product.
Industrial Production Allocation
════════════════════════════════
Troop Cloning 20%
Fighter Production 20%
Carrier Production 20%
Defense Station Production 20%
Heavy Cruiser Production 20%
════════════════════════════════
Change Allocation ? [y/N]
Choosing to change your allocation will prompt with each item
and as you how much percentage of each Industrial Planet will
produce each good. You may enter any value from 0 to 100,
but the percentages of all 5 of the items cannot total in
excess of 100%. Also keep in mind that just because you may
say 20% of each item, doesn't mean that you will have the
same quantity of each item produced. It takes more to
produce a Heavy Cruiser than to Clone a Troop.
PRODUCTION and BEGIN TURN STATUS is displayed next.
══════════════════════════════════════════════════
38000 units of food grown.
4040000 credits worth of Ore has been mined.
Command ship now at 100% of completion.
You collect 345594 credits in taxes.
Industrial Planet Production:
Troops Cloned : 654
Fighters Produced : 598
Carriers Produced : 50
Defense Stations Produced : 327
Heavy Cruisers Produced : 337
Press any key to continue....
Begin-turn statistics
Empire status
════════════════════════════════════════════════════════════
ICE'S Empire
Score: 12800
Turns: 4
Credits: 51282242
Pop: 1446 Million
Food: 38000 Megatons
Agents: 48
Insurgency:PEACEFUL
Comm.Ship: 100% completed
Military: [Troops=12137] [Fighters=9123] [Def.Stations=3841]
[Generals=250] [Carriers=95] [Heavy Cruisers=1774]
[Effectiveness=100%]
Planets: [Food=10] [Ore=202] [Industrial=94]
You have 2 turn(s) of protection left.
════════════════════════════════════════════════════════════
A few items on the screen that have not been discussed will
now be covered:
1) Score - dictates who is the SPACE LORD. Whoever has the
highest score at the end of the month gets their name put
in the SPACE LORD HALL OF FAME. Keep in mind that while
the more planets you have, the more power you have the
determining factor of who wins is their score.
2) Insurgency Level - goes up when certain things happen in
your Empire such as not feeding your people enough. They
can also be raised by another player with the SUPPORT
DISSENSION option in the Covert Ops section (explained
later). Your insurgency can range from PEACEFUL to UNDER
COUP. You have the opportunity to lower your Insurgency
Level (if it is higher than PEACEFUL) each turn and you
will be required to pay a fee to do so. You will be
automatically prompted during your turn if your Insurgency
exceeds PEACEFUL.
3) Effectiveness - determines how your troops will function
in battle. A low Effectiveness can cause an otherwise
powerful army to be overrun by an army of fewer numbers.
Losing battles lower your effectiveness. Your
effectiveness can also be lowered by the DEMORALIZE TROOPS
option from the Covert Ops section (explained later). You
have the opportunity to raise your effectiveness several
percentage points (if it is below 100%) each turn by
paying a fee.
4) Protection - allows you to develop your Empire without
interference from other Empires. No empire will be able
to perform Covert Ops or Attack your Empire in that time.
You are granted 20 turns of protection when you start the
game. You may not void this protection unless you have
acquired a planet total in excess of 200. At that time,
you may attack someone, thereby voiding your protection,
or if you do not attack anyone, your protection will
continue until you have used up your first 20 turns.
MAINTENANCE FEES
You will now be prompted to pay certain fees. Anywhere from
3-5 questions depending on the status of your empire.
The first will deal with paying your maintenance fees of your
forces. The amount required will be in []. Hitting a bare
return at this prompt will automatically pay the default
value inside the []. Not paying the full amount can result in
the loss of a percentage of your forces based on how much you
actually paid versus how much you were supposed to pay.
Next, if your Effectiveness has dropped below 100%, you will
be prompted to pay to have it raised. The default value
is inside the []. Hitting a bare return will take the
default value. Not paying this option will not result in the
loss of anything, however your Effectiveness will not be
raised and your forces will not be at optimum levels.
The next one deals with the maintenance costs of your
planets. Once again, the amount required is in the [].
Hitting a bare return will pay the default in the []. Not
paying the full amount here can cause a loss of planets.
Paying less than half of the required costs on either
maintenance option above will result in a CIVIL WAR, in which
you will lost half of everything. Planets, Forces and
Credits will all be cut in half.
The next option will ask you to pay your Crime Prevention
Agencies. Again the default is in [] and hitting a return at
this point will pay that amount. Not paying adequate amounts
here can result in various random crime activities happening
to your Empire.
If your Insurgencies are above PEACEFUL, you will be given an
option to pay a fee to lower them a notch, it is a simple Y/N
statement. Failure to pay can result in more unrest as well
as your Insurgencies going back up another level.
FOOD COMMON MARKET is where you pay to feed your general
populace as well as your Soldiers. If your planets are not
producing enough food, you may buy food here providing there
is Food in the Market. Food is replenished on a daily bases.
Food excesses may also be sold here. The cost of food is
based on supply and demand. The more food there is
available, the cheaper it is.
Welcome to the Food Common Market
Current quantity available is 150000
Food is in LOW demand.
You currently have 38000 megatons of food.
Would you like to [b]uy, [s]ell, or [C]ontinue?
COVERT OPERATIONS - The following menu will appear if you
have purchased any COVERT AGENTS. These options allow you to
do nasty things to an opponent without actually attacking
them. The only thing you stand to lose are some Covert
Agents. The costs on these vary according to how powerful
your Empire is. These are also a good way to wreak some
havoc on an Empire that is too large for you to attack
militarily. Several small Empires concentrating these
options on a big Empire can inflict some serious damage.
Covert Operations......
════════════════════════════════
1. Send spy................7500
2. Insurgent Aid.........100000
3. Set up................100000
4. Support Dissension....200000
5. Demoralize Troops.....250000
6. Bomb MIL/CIVIL target.250000
7. Tap Communications....250000
8. Take Hostages.........300000
9. Bribe General.........500000
A. Bribe Covert Agent....500000
0. Done
════════════════════════════════
You have 48 Agents, and 45843756 credits.
Which would you like to do? [?=Help]
1) Send Spy - will allow you to see the status and military
holdings of another Empire providing you are successful in
the attempt.
2) Insurgent Aid - raises the Insurgency Level of your
target immediately if successful. You may do this
repeatedly until your target is under the greatest
possible Insurgency (UNDER COUP). Your target will have
to pay to get this rate back under control.
3) Set Up - allows you to set an Empire with another Empire.
In other words, you can set Player A up with Player B.
This option will actually be processed during daily
maintenance and if successful, will send a message to
Player A that Player B attacked him. Useful if trying to
start a war between two players.
4) Support Dissension - stirs up trouble in another Empire's
Soldiers. If successful it will cause 15-25% of them to
desert.
5) Demoralize Troops - send women and alcohol into another
Empire causing their Effectiveness rating to drop.
6) Bomb Mil/Civil Target - allows the choice of several
different areas to bomb. These options are processed
during daily maintenance so you will not see results until
the next day.
1) Military Headquarters - destroys a portion of your
opponents Generals.
2) Logistics Center - prevents the distribution of food to
their troops as well as any other logistical operations
for one turn.
3) Intelligence Headquarters - will destroy a portion of
your targets Covert Agents.
4) Imperial Foodstores - destroys a portion of your
target's food supply.
5) Civilian Targets - will do something to a civilian
target than can cause random unrest to develop amongst
the general populace.
6) Communications Center - prevents your target from
sending or receiving messages for that day.
GOVERNMENT MARKET - is probably one of the most critical
areas of SEE. This is where you buy military forces. Many
of these forces can be produced by Industrial Planets, but
you can supplement what is produced by purchasing more. If
you have an excess of an item, you may sell it back to the
Government Market as well, but you will only receive 1/2 the
current market value if you decide to do this. Command Ship,
Planets, and Covert Agents cannot be sold back.
Current market prices :
# Item Price Owned
───────────────────────────────────────
<1> Soldier Troops 1120 0
<2> Fighters 1576 0
<3> Def. Stations 1928 13841
<4> Generals 12415 0
<5> Command Ship 60960 100%
<6> Colonize Planet 84947 306
<7> Covert Agents 5841 48
<8> Heavy Cruisers 6571 1774
<9> Carriers 15552 0
<0> Done
───────────────────────────────────────
Your credits amount to 45843756, 3 turn(s) left.
Would you like to buy [1-9], [s]ell, or [C]ontinue? Done
At some point, the number of planets generated by the
Government Market will be less than the demand to buy them.
New planets are produced daily but are normally bought up
quickly by the first few players. The Sysop has the option
to adjust the maximum number of planets a player can purchase
per day after exceeding 200. If it gets to the point where
there are never any available when you need to purchase them,
you may want to ask you Sysop to lower the number of planets
a player can purchase per day.
WAGING WAR - is your next option. At this point you may
choose to attack an opponent. You may not attack an opponent
until your protection is gone or you have exceeded 200
planets. If you have exceeded 200 planets and you still have
turns of protection left, no one can attack you until you
void your protection by attacking someone or your 20 turns of
protection are used up.
Battle phase!
Which Player? [A-Y, '?' for list, Return aborts] LIST PLAYERS
List of Players/Scores.
───────────────────────
Name No. P Score
══════════════════════════════════════════════════════════
A THE SATHARIAN EMPIRE 99 10800
B ICE 306 12800
C JOE BOB 110 1000
E LIZARD MAN 12 2800
F SPRING CHICKEN! 395 600
H JOHN DOE 19 1400
══════════════════════════════════════════════════════════
Which Player? [A-Y, '?' for list, Return aborts]
If you choose to attack a player, you will be prompted for
how many Soldiers, Fighters and Heavy Cruisers to send in the
attack. You must send at least 1 of 1 item. The battle will
be calculated and you and your target will lose a portion of
their forces based on how powerful the attack was.
Successful attacks will give you a portion of your opponents
planets. If you take their last planet, you will get any
left over credits and military equipment. If your attack is
unsuccessful, your effectiveness will drop and you will have
to pay in order to raise it.
TRADING - allows you to port items to another player. This
is useful for allies to send items back and for to each
other. If you have one particularly large player, a great
number of players can trade a quantity of their forces to one
player in order to try to knock the large player down to
size. This is a smart strategy if you suspect someone is
about to "run away" with the game.
Do you wish to do any trading? [y/N]
There are 3 criteria that must be met in order to trade. You
can only trade with an ally, you must have exceeded 200
planets, and you must have enough carriers to carry the goods
you are trading.
MESSAGE EDITOR - allows you to send messages to one, some or
ALL of the other players. Helpful for coordinating strategy
for allies, or just generally taunting an enemy.
Use the Space Empire Commlink? [y/N] Yes
Which Player? [A-Y, Z = to ALL, '?' for list, Return aborts]
to ALL
Send a message to ALL, except :
Which Player? [A-Y, '?' for list, Return aborts] NOBODY
Enter a message to ALL.
press /H for help
1) I love SEE!
2) /s
Message saved :1 line(s).
Send Anonymously? [y/N] No
Another? [y/N] No
-----------------------------------------------------------
CONCLUSION
This document is intended to be a "road map" on how to play
SEE. It is up to you to determine what route you will take
to reach your goal of SPACE LORD. Each "playing piece" and
option has been explained. It is up to you to work out the
best strategy to give you a winning combination.
There is no one correct method to playing SEE. Timing is a
critical a factor as anything. Should I attack Player A now
before they get too big, or do I want to save my forces
hoping for a larger victory, should I go against a smaller
player risking fewer forces but getting fewer planets in
return. Things like this are to be considered and you must
be prepared to accept the consequences of your actions.
Don't expect to master the game after only one month. Try
different strategies and find one that works for you. Your
key to success will be the ability to adapt to the unexpected
and to try to anticipate your opponents actions.
I hope you enjoy Space Empire Elite.
Carlis Darby
DISCLAIMER
(Boring Legal Stuff)
This software is presented "as is". Carlis Darby, Mike
Martinez and HyperSpace Software make no guarantees. SEE has
been tested extensively on several BBS systems without any
problems. Carlis Darby, Mike Martinez and HyperSpace
Software are not responsible for any damage done to your
system by use of this product nor is there any warranty for
the use of this software. Use at your own risk.
COPYRIGHT INFORMATION
SPACE EMPIRE ELITE is copyright 1992, Carlis Darby, Mike
Martinez, and HyperSpace Software, All Rights Reserved.
Portions are Copyright, Jon Radoff, Jurgen Van Den Handel,
Steve Reed, and David Pence.
SUPPORT BBS:
HyperSpace I - Spartanburg, SC
1-803-576-6212 - 2400-19,200 Baud v32/v42bis/MNP1-5.