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1991-07-23
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Warlords, The Quest for the Iridian Throne, The EXPERT Edition
Written by: Mark D. Manes
(C) Copyright 1989-1991 Mark D. Manes
Support BBS: (804) 428-5423
Internet Mail Address: manes@vger.nsu.edu
------------------------------------------
Introduction
============
Do you feel brave? Do you feel strong? Do you feel as though only
you can solve the universe's problems? Well, you know the only way to
do this is to claim the Iridian Throne.
The Iridian Throne is the position that most seek. It is not easy, as
you are given a scant amount of planets and a few credits to build
with. You must at all times keep your people happy or failure is the
result.
How you get there is easier said than done! All you have to do is
gain the most points by having the strongest empire! The SysOp will
set the minimum point value required to become the Space Lord, and
will be the ultimate judge of who won the game. SysOps often times
require a player to hold the Space Lord position for several days.
You should check with your SysOp for his/her policy on this.
You are given several turns per day to play. A turn is the equivalant
of a year, and the number of turns allowd per day is set by the SysOp.
How is this game different from earlier versions of the software?
-----------------------------------------------------------------
The Expert Edition is a major departure from the earlier game,
its major thrust was to bring a level of sophistication to the game
that never existed before. These changes include planet registration,
development of planets and overall handling of expenditures.
Although on the surface these changes seem minor, they are really
significant considering the overall influence each of these changes
has made to the game.
What is Warlords?
-----------------
Warlords is a game of conquest. It is your job to manage a limited
amount of resources to build an empire that ultimately will rule the
galaxy. You will be competing with other would be emperors in the
galaxy.
Warlords is a moderator of the game rules, it is not a game. This
program is designed to implement a set of rules on each of the individual
players, not have you play against the computer. It is important to
understand this, as the rules are 'do what you want...how you want...
when you want.' You will have a certain amount of turns in order to
do this in a single day. The number of turns a day is set by the
System Operator. It is advised _not_ to allow more than 5 turns a day,
since it would allow to much to happen at once.
In the beginning you are given several planets. These planets will be
your only source of income. You will find that the Ore planets directly
generate revenue, while your agriculture planets generate food. What
you have been given is no where near enough to rule the universe, let
alone feed the people you have. You will need to immediately register
some planets and begin to build!
New players are advised to use the Automate turn function from the menu,
that way you will not forget to do anything important. Long time
players will find the new menu system to be very fast and convient!
General View of the Game
------------------------
Alliance Management
-------------------
Defensive Alliances can be created between 2 or more emperors.
Alliances can provide a 'backbone' of support between players
who wish to work together militarily. Alliances are expensive
to maintain.
Empire Statistics for the Current Year
--------------------------------------
This report monitors the morale of the people and tells you how
many credits you have brought in from the sale of ORE. This is
is where all your 'forced' expenditures take place.
Selling of Excess Food to the Star Traders
------------------------------------------
There is a group of individuals who buy and sell food between
the different star systems. These people are generally known
to be selfish and often hard to deal with. When you have
exceeded your production requirements you may indeed be
visited by these traders. Barter wisely!
Civilian Food Distribution
--------------------------
Since you are a hardened dictator and you want to have the
maximum control over your people, you (the emperor) will control
how much food to distribute to the people.
Military Pay
------------
A paid military is a happy military! You must decide how much
they deserve to be paid. Be warned, if you are selfish with
paychecks you may find that your military is going to ignore
your orders. In time they may even desert!
Planet Registry
---------------
It was long ago been decided that planets that are not 'claimed'
by any particular empire should be distributed in 'lots of planets'
to all the known emperors.
A Inter-Galactic Registry has been created to distribute these
planets. These planet have an obligation attached to them.
The obligation is that you must develop these planets to their
respective full potentials. If you allow planets to remain
undeveloped, you will not be allowed to accumulate more planets
to develop, until the planets that you have are developed.
It should be noted that the people who have pledged their allegiance
to serve you require food even if their planet is not developed!
While you can't control how many of a particular planet type you
are offered, you can control whether you take these particular planets.
This is an important decision, as taking everything could easily
overextend a young empire.
It has also been decided that you will be able to collect taxes
from these planets. Of course, you will also be responsible for
feeding these people.
Planet Development
------------------
In order to continue to collect planets from the Registry and in
order for these planets to provide you with important items such
as food and ore, you must 'develop' these planets. Developing
a planet requires funds to be spent on the creation of factories,
agricultural processing centers and governmental offices. Your
population will be happy to work in these facilities as long as
they are fed well and proper maintenance contracts are awarded
every year (this is handled in the mandatory payments in the
statistics display).
Government Banking
------------------
A independent banking institution has been created that will allow
you to save and borrow money. This bank has a rather nasty
habit of charging a bit too much for their services, however. It
should be noted that a loan default can be _very_ expensive!
The banking services that are available are loans and savings.
It is recommended that you check the loan rate at various times,
as it does change, sometimes to your advantage.
Government Allocation of Budget
-------------------------------
Every government has a budget. Each government must decide how
much it wishes to pay for planet development, military buildup and
covert operations. In this phase you must decide how much money
you are going to send to your factories to produce military hardware
and to recruit new battalions and spies.
Covert Activities
-----------------
This phase allows the emperors to learn about their enemies, by
sending spies to gather military and governmental intelligence.
You can use the investigative techniques of your spies to learn about
the overall government and military situation. Remember as with any
intelligence it can be faulty.
Military Conflicts
------------------
You want to expand, right? Well, there are other emperors who are
going to fight against your expansionist ideas! In this phase you
send your military to their ultimate victories or their ultimate
defeats!
You have the following military hardware at your command:
- Battalions
- Fighters
- Cruisers
- Carriers
- Transports
- Defense Pods
A Word about Military Strength
------------------------------
Military strength is defined as a number that represents the amount
of damage a military component can create. Military defense is defined
as a number that shows the believed military defensive capability of
a military component. These numbers do not reflect the morale of people,
or the consequences that a particular battle could have. In general,
these figures can be used to get an _idea_ of how a military
unit might respond with a given capability.
Battalion
---------
These people represent your human fighting force. This force has the
responsibility for taking and holding planets, and further providing
a complete 'offensive' weapon that can be used to cause severe damage
to your enemy.
Battalions must be delivered to their target in order to be used.
Transports are the main vehicle for this movement.
Battalion Strike Information:
-----------------------------
Offensive Point Value: 5-7 Points
Defensive Point Value: 4-5 Points
NOTE: Military and Civilian morale affect these point values!
Fighters
--------
Fighters are used as an offensive/defensive weapon. This type of
military craft is unmanned and computer controlled. It is primarily
used to defend a convoy of transports and to provide military support
for any offensive/defensive operation.
Fighter Strike Information:
---------------------------
Offensive Point Value: 7-9 Points
Defensive Point Value: 2-6 Points
Cruisers
--------
Cruisers are used as a secondary defense to military fighter carriers,
(with fighters being a primary defense). Cruisers provide planetary
bombardment and overall protection for landing operations. Cruisers
are manned and are under the control of the emperor.
Cruiser Strike Information:
---------------------------
Offensive Point Value: 10-12 Points
Defensive Point Value: 6- 9 Points
Carriers
--------
Carriers are primary offensive weapons providing a vehicle for the transport
of fighters to the front.
Each Carrier can carry 100 fighters.
Carrier Strike Infomration:
---------------------------
Offensive Point Value: 2-3 Points
Defensive Point Value: 1-2 Points
Transports
----------
Transports provide the vehicle for troops to arrive at the battle.
Each Transport can carry up 100 battalions.
Transport Strike Information:
-----------------------------
Offensive Point Value: 0 Points
Defensive Point Value: 0 Points
Defense Pods
------------
Defense Pods are devices that are designed to provide a ring of defense
around a given empire. These devices have the capability to destroy
incoming carriers, cruisers, fighters, battalions and transports.
Defense Pods Strike Information
-------------------------------
Offensive Point Value: 0 Points
Defensive Point Value 9-12 Points
Population Report
-----------------
You will be given a report by one of your advisors as to the overall
attitude of the people. Pay close attention to this report as it will
indicate the direction your empire is heading. An unhappy populace can
result in your execution.
General Information
-------------------
This simulation is designed to provide a 'medium' between players.
The computer only assumes the role of 'enforcing' the rules of the
universe. If methods are found to go around these rules, this is
not considered to be a valid play strategy by this author.
Since this is a medium and not just a board game with you pitted
against the computer, you can form your own player rules that you
enforce by use of military action. It is well advised to not
try to gain control of the universe by yourself; it is not possible
in the real world, and certainly not likely in a simulated universe
that Warlords create.
Part of the game is clearly developing a working balance between
economic stability and military capability. Developing these
skills is not simple and sometimes the reward for your efforts
is your complete destruction. Other times you may discover
certain political strategies that do work and you will be placed
on the throne by the work of others. It is ultimately in your
hands.
The game is designed ultimately for the best in playability with
realism a secondary consideration. Realism has and is important to
me as long as it does not destroy playability.
General Game Hints
------------------
Hint #1
-------
Stay in Protection!!
Leaving Protection too early can cause you to fail as you become bait
for the larger empires already in existence.
Hint #2
-------
Develop A Combination of Agriculture Planets and Mining Planets.
By doing this you will find that you can build your economic system. A
solid economy is the *key* to victory.
Hint #3
-------
Know your enemy!
Use spies to check out your enemy, especially before attacking!
This will give you a solid feel for the military strength of your
empire in comparison to another.
Hint #4
-------
Make Alliances!
Even the largest empire will crumble if enough little guys attack! Use
the transfer abilities and email to conduct these activities.
Hint #5
-------
Read/Publish in the Galactic Newspaper
Read the Galactic Paper! This paper will give you vital information on
empires that are rising and falling. Write articles for the Galactic
News that will assist your alliance.
Hint #6
-------
Feed the People!
The more food you feed the happier your people are. Hungry people
generate hate and discontent and the possible loss of your head.
Hint #7
------
Pay your military!
Your soldiers only work for you as long as the military campaigns are
successful and you continue to pay them. Sometimes a bonus can make the
difference between winning/losing a battle.
Hint #8
-------
Government Planets-- unfortunately you need them.
In order to maintain your military establishment you must have Government
Planets that maintain the strength of your empire. The general rule of
thumb is, 1 Government planet per 25 planets.
Hint #9
-------
Protection does not protect you from Coup d'etat!
That's right! Keep your people happy, or it might mean an early end to
your empire!
Hint #10
--------
Don't just take anything the registrar offers you in the planet registration
phase!
Since you must feed these individuals even if the planet is not developed,
it is highly important you have enough DEVELOPED agriculture planets to do
this!