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- |=========================================================================|
- | |
- | ----> PRESENTS <---- |
- | |
- | GLOBAL EFFECT FROM MILLENIUM - THE DOCS |
- | |
- | SCANNED AND EDITED BY : RAZOR BLADE |
- | SUPPLIED BY : RAPTURE |
- | |
- |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
- | CALL ONE OF OUR BOARDS N-O-W |
- | WHQ - UNKNOWN PLEASURES --> +44 (0) 204 299 17 --> SYSOP: RAZOR BLADE |
- | UKHQ - SOAP CITY (DS!) --> +44 (0) 946 823 351 --> SYSOP: CHEM |
- | |
- | THIS (NON UK!) SPACE IS AVAILABLE .... CONTACT ME IF INTERESTED .... |
- |_________________________________________________________________________|
-
-
-
-
- CONTENTS
-
-
- INTRODUCTION
-
- STARTING THE GAME 3
- Commodore Amiga Version 3
- IBM PC Compatibles Version 4
-
- The Intro Sequence 4
-
- Selecting Your Scenario 5
-
- Create A World 5
- Single Player Game 6
- Two Player Game 6
- Player Vs. Computer Game 7
- Green Field Worlds 7
- Scenarios 8
- Unstable World 8
- Frozen World 9
- Archipelagos 9
- Barren World 10
- Pangea 10
- Forested World 11
- Mineral Rich World 11
- Fossil Fuel World 12
-
- Save a world 12
- Post Nuclear 13
- Post Industrial 13
- Global Warming 14
- Spent World 14
-
- Rule the World 15
- Industrial 15
- Military Forces 16
-
- PLAYING THE GAME 17
- The GOVCON 18
- GovCon Functions Description 19
-
- Environmental & Economic data 22
- Information Maps 23
- Cash Affording Table 25
- Seismic Surveys 26
- Balance Graph 26
- Economic Data Table 27
- Investing In Technology 27
- World Map 28
- Summary 28
-
- Construction Tools 28
- City Block 29
- Farm 30
- Sewage Farm 31
- Water Purification Plant 32
- Recycling Plant 33
- Reservoir 34
- Chop Trees 35
- Destroy Man Made 36
- Convert Waste To Grass 37
- Plant Coniferous 38
- Plant Deciduous 39
- City Limit 40
- National Park 41
- Power Cables 42
- Pipelines 43
- Wind Power 44
- Solar Power 45
- Coal Mine 46
- Coal Fired Power Station 47
- Coal Store 48
- Oil Rigs 49
- Oil Refinery 50
- Oil Fired Power Station 51
- Oil Store 52
- Uranium Mine 53
- Nuclear Power Station 54
- Uranium Store 55
- Nuclear Reprocessing Plant 56
- Battle Tool 57
- Information Requester Tool 58
-
- BUILDING YOUR CITY 59
- How to go about it 59
-
- THE BATTLE SYSTEM 62
- The Battle Menu 62
- Airbase 63
- Seabase 63
- Early Warning Device 64
- Go to HQ 65
- Quit 65
- Battle Stat Map 66
- Missile Site 66
- Anti-missile Site 67
- HQ Ranges 67
-
-
- Active Units 67
- Controlling Your Active Units 69
- Collisions Between Active Units 70
- The Effects Of War 70
-
- THE ENVIRONMENT 72
- Land Types 72
- Environmental Effects 74
- Disasters And Seismic Activity 75
- Earthquakes 75
- Volcanoes 75
- Other Effects 76
-
- Caring For Your Environment 76
-
- The Computer Player 77
-
- The Serial Player 78
-
-
- Appendix:
- Making a null modem cable 79
-
-
-
- INTRODUCTION
- ~~~~~~~~~~~~
- Perhaps in the not too distant future, governments
- have advanced beyond those of today. Control of
- cities and civilizations is handled from central
- control points.
-
- You are one of these governments' leaders, assigned
- control of a new or existing world population with
- instructions to look after and care for it. You have
- only limited information and abilities in order to
- achieve this goal. You will have to look carefully at
- the information you receive from your sensors; your
- power is limited, and the environment will be your
- biggest enemy.
-
- Any fully enclosed eco system has to be almost
- perfectly balanced in order to survive the ages, and
- yours will be no different. It will be important to
- deal with environmental as well as economic
- problems - there will be many situations along your
- route which hamper this eventual necessity.
-
- Your people will live lives of their own, and they
- get on with them regardless of whether you decide
- to interfere or not. If you don't, they may expand
- beyond their means, and cause huge pollution
- problems.
-
- Your ability to control people, and issue new
- commands, depends on two basic factors: how
- happy they are, and how well maintained the
- surrounding environment is. Looking after these, as
- well as dealing with potential acts of war from other
- parties, forms only part of your undertaking.
-
- Should conflict take place, it could cause irreparable
- situations, perhaps plunging you into a new ice age,
- even global warming to levels impossible to survive
- - so be warned, you may win a conflict in the short
- run, but the long term effects could be fatal to every
- living creature and plant on the face of the planet.
-
-
- -=- 1 -=-
-
- As a potential head of state, several options are open
- to you. You will be able to take command of an
- existing colony, where previous leaders have failed
- to succeed, and try to repair the damage they may
- have caused. There are large numbers of these sorts
- of planets throughout the universe, and there would
- be many possible situations to choose from should
- you desire. Alternatively, you can try a new
- command of your own, starting on the world of your
- choice, facing possibly hazardous situations - maybe
- starting on a world very short of fossil fuel for
- example. You will have to fight against these odds,
- and other pitfalls, in order to build a new thriving
- environment and civilization. There may be many
- disasters along they way, from natural ones to vast
- man made ones - and you will have to deal with
- these as they occur.
-
- -=- 2 -=-
-
-
- COMMODORE AMIGA VERSION
- ~~~~~~~~~~~~~~~~~~~~~~~
- Running from floppy disk
- Switch on your Amiga, and place the Boot disk
- (Global Disk 1) in the drive. The game will
- autoboot.
-
- Installing & running from hard disk
- After booting your Workbench disk, insert Global
- Disk 1 into any disk drive. Double click on the Icon
- that appears for this disk, and then double click on
- the HD Install icon to enter the installation
- program. This program will ask you on which
- partition you want to install Global Effect on. Make
- sure that there are 2 Megabytes of free disk space
- left on the partition you have chosen.
- To run the game thereafter, simply double click on
- the 'Global Effect' icon.
-
-
- Setup options
- ------------
- When you start Global Effect, you will first have to
- select which language and video display you wish to
- run under.
-
- You will be able to choose from PAL, NTSC or
- ECS-PAL options. If you live in a country where the
- video system is NTSC, such as America, select this.
- If you are living in Europe, you have two options;
- either PAL, or ECS-PAL. If you have an Amiga
- A3000, or A500+, or have bought the ECS
- (Enhanced Chip Set), and have a suitable monitor,
- you will be able to use Global Effect so that it fills
- the entire screen. If you are in doubt, select the ECS-
- PAL option and press on the planet gadget. If the
- introduction sequence that will follow flickers
- wildly, or the screen display is unstable, then reboot
- and try again using the PAL option. Once you have
- selected the language, press on the planet in order to
- start the introduction sequence.
-
-
- -=- 3 -=-
-
-
- IBM PC COMPATIBLES VERSION
-
- Running Global Effect from floppy disk
- Start the PC, insert the Boot Disk, and type 'global'
- from the prompt. If you normally run DOS off your
- hard disk, you will need to select the floppy drive by
- typing A: or B: depending on which drive the boot
- disk is in.
-
- Installing and running from hard drive
- From the dos prompt, select the drive in which you
- have placed the Global Effect Boot disk. Then, type
- 'install' to load the hard disk installation program.
- This will ask you where on your system you wish to
- have the program installed, with C:\GLOBAL as the
- default directory.
-
- The game will load providing you with three basic
- choices, first you will be asked which language you
- wish to use, once you have selected this, you then
- choose one of four sound options: Silent, PC beeper
- sound, AdLib or Roland cards. Having made this
- choice, the introduction sequence will load and run.
-
-
-
- THE INTRO SEQUENCE
-
- Global Effect will play you an introduction
- sequence, ending on the title screen . If you leave
- the computer, it will, eventually, re-start this
- sequence and repeat it forever, until you either pre~
- a key, or click on a mouse butlon. You will be
- prompted when the introduction is finished to clic~
- or press to continue.
-
- The sequence will play with an accompanying tun~
- and effects, and varies on the different formats.
-
- -=- 4 -=-
-
-
- SELECTING YOUR SCENARIO
-
- After you have continued from the introduction Sequence
- you will be able to select your chosen scenario. There are
- four basic choices: 'Create a world', 'Save a world', 'Rule a world',
- or 'Disk Options'
-
-
- CREATE A WORLD
-
- This is the most customizable option. You will be playing on a blank
- world, and will have to start from scratch.
-
- You can decide initially how many players you wish to be involved.,
- either no others at all, a computer player or finally, another
- human player, controlled on another machine running Global Effect
- through the serial port.
-
-
- -=- 5 -=-
-
- Single player game
- ------------------
- If you select single player game,
- your game will be a discovery of
- the environment, and the various
- effects of 'human life' on the
- planet. The challenge is to build
- whole civilizations whilst still
- maintaining a good environmental balance.
- If this is your strategy, using
- conflictual weapons will destroy only you and the
- environment you created.
-
- Two player game
- ----------------
- If you selected two players, you
- will get a requester, from which
- you will be able to decide on
- the speed of connection, and the
- type of connection you require,
- and then attempt to establish a
- link. It is recommended that
- you use a local link (using a null modem cable, see
- appendix for further details) rather than modems
- over the telephone network, for reliability reasons.
- Due to the nature of Global Effect, a vast amount
- data has to be sent between the two systems, and,
- should the link go wrong, it is highly likely that the
- program will become confused, or, at worst, might
- fail altogether.
-
-
-
- -=- 6 -=-
-
- Player Versus Computer Game
- ---------------------------
- If you chose the computer player,
- you will be able to decide how it will
- play its game. You can set up how fast
- it works, its economic ambition, and its military
- agression level. It is recommended you try a low
- setting on all three of these initially, as the computer
- player is quite good at this game!
-
- Once you have selected the player options, you will
- have to decide whether you will be playing either a
- totally customized world, or one of the eight
- supplied environmental situations (Green Field or
- Scenarios respectively). If you select scenarios, you
- will be able to choose one of eight set scenarios.
- These options are described hereafter.
-
-
- GREEN FIELD
-
- Green field is a game world that you set up
- yourself. A requester will appear, on which
- you set your own parameters for the game.
- When you have finished, click on 'Accept' and a
- landscape corresponding to your chosen parameters
- will be generated.
-
- -=- 7 -=-
-
-
- SCENARIOS
-
- There are eight pre-designed scenarios,
- there to test your ability,
- to solve a wide variety of environmental
- problems. Each has its own particularities. You
- will find that you need to employ different strategies
- for each one in order to redress the balance of the
- earth, and restore the environment.
-
- Unstable World
-
- This is a very young world. Its surface is very unstable.
- Constant earthquakes and volcanic activity will hamper
- successful construction. With little forest cover, large
- mountain ranges and desert tracts, this a hostile
- environment in which to settle.
- Choose your power resources especially carefully
- and consider the possible outcome of building citi
- in unstable areas.
-
-
- -=- 8 -=-
-
- Frozen World
-
- Extremely cold, this world contains few large deserts. Huge
- polar caps cover large amounts of the northem and southern
- hemispheres. Most forests consist of coniferous trees, so
- there are very few areas of rain forest. Continued expansion
- of the ice caps will present a threat to some cities, and
- retreating ice flows may leave new, inhabitable areas behind
- them. Seismic activity is generally low.
-
-
- Archipelagos
-
- This warm, watery world is made up of large numbers of small
- islands. Whilst the environment is currently well-balanced, it is
- also very difficult to establish a large power base here. Cities,
- power, and waste distribution systems will be limited in scale.
- The complex island systems also make navigation at sea difficult.
-
-
- -=- 9 -=-
- Barren world
-
- This world is old, barren, and hostile. Global temperature is
- high, with seismic activity relatively stable. Huge expanses
- of desert cover the world, and trees and shrubbery are scarce. It
- will be difficult to build cities here, whilst maintaining
- the environmental balance, though considerable reserves of
- fossil fuel and uranium may be found.
-
- Pangea
-
- Much of this planet's surface is taken up by one very large
- land mass, and there is little open sea. Lack of water in inland
- regions may make it difficult to establish cities. Seismic activity
- is very prevalent here, as continental drift gradually prizes
- the large land mass apart. Global temperature is high, and extensive
- forestation covers the continent.
-
- -=- 10 -=-
- Forested World
-
- Heavy forestation on this young world means that large areas of
- trees will have to be cleared before effective city building can
- begin. This could result in unpredictable environmental
- effects. Seismic activity is still prevalent, so earthquakes
- are very common here. Careful study of seismic data will be necessary
- before stable cities can be built. Global temperature
- is high.
-
-
- Mineral Rich
-
- A history of massive seismic activity in this worlds' early
- years has resulted in many rare minerals being present near to
- the surface, especially uranium, in large amounts. Much of the
- planet is mountainous or desert and this has prevented the
- unchecked growth of forests. Average temperatures are fairly high.
-
- -=- 11 -=-
-
- Fossil Fuel
-
- This is a fairly young world.
- Much of its surface is still covered in forests, though there is
- plentiful grassland available for construction sites. Its main
- character is the abundance of rich fuel sources, both coal and oil.
- These features make this world appear relatively easy to
- survive and prosper on. Seismic activity, however, will present
- a constant threat to large cities.
-
-
-
-
- SAVE A WORLD
- ~~~~~~~~~~~~
-
- This provides you with four scenarios whereby
- your eventual goal is to save the world in a set
- amount of time given a set amount of power.
- Your scenario will be explained to you, and
- you can either select the "Accept" or "Cancel" button
- accordingly. If you accept it, then the scenario will
- load and run. You four possible settings are:
-
-
- -=- 12 -=-
-
-
- Post Nuclear
-
- The fallout from a massive nuclear conflagration has
- plunged the world into a post-nuclear winter. Few people have
- survived. Forests die, large areas of the planet are now
- contaminated, and the polar caps are expanding towards the
- equator. You must revive the natural environment to reverse the damage and
- allow civilization to thrive once more.
-
-
- Post industrial
-
- Pollution has almost destroyed the world. High levels of C02,
- and massive ozone depletion attest to the environmental crisis.
- Over-exploitation has exhausted many of the world's natural
- resources. Without a major change in environmental policies the
- world will die. You must build a new world order, based on clean,
- green and energy-efficient decisions, which will, in
- time, re-establish environmental equilibrium.
-
-
- -=- 13 -=-
-
- Global Warming
-
- Heavy industry and the continual use of fossil fuels have resulted in
- an accelerated rise of global temperatures. This in turn has
- caused the polar caps to retreat, deserts to advance and sea levels
- to rise. Civilization is threatened and, without your decisive
- action to reverse the process, further global warming will rapidly turn
- this world into a dead planet.
-
-
- Spent world
-
- Centuries of exploitation through farming and mining
- have exhausted the world's natural resources. Careful
- organization and management of what few resources remain is
- now needed in order to maintain the existing civilization. Failure
- will see the end of life on this world - total extinction of the human
- race.
-
- -=- 14 -=-
-
-
- RULE THE WORLD
- ~~~~~~~~~~~~~~
-
- You will have two possible scenarios from
- this option, either a military or economic
- opponent - and with limited resources and
- time, the other occupier of the world will have to
- be destroyed and the environment repaired. Your two possible scenarios
- are:
-
-
- Industrial
-
- A rival controller is present on this world. He will uncaringly
- develop heavy industry in order to achieve economic dominance,
- but will tend to do so at the expense of the natural balance.
- You will need to contain his expansion by any available means,
- repair the environmental damage caused by his greed, and
- construct a new, cleaner world.
-
-
- -=- 15 -=-
-
- Military Force
-
- Your opponent is an ambitious controller whose answer to most
- problems is war. He will stop at nothing to achieve total
- dominance of the planet. You will have to defend yourself, and
- almost certainly engage in military combat in order to eliminate his
- threat. You will also have to guard your cities carefully from
- attack, whilst ensuring you have sufficient resources
- in reserve with which to rectify the environmental
- damage which may result from conflict.
-
-
- -=- 16 -=-
-
-
- PLAYING THE GAME
-
- Once you have selected all your playing options,
- you will enter the game display.
-
- Global Effect is a vast real time environmental
- simulation. A large number of the worlds' workings,
- such as deserts, coasts, trees and polar caps, for
- example, are handled by the machine. This world
- consists of over 60,000 separate locations. When
- your selected choice of scenario has been loaded,
- you will see only a small amount of that map from
- above.
-
- The game display is called the 'Governmental
- Console', or GovCon for short, and is shown on the
- next page.
-
- It consists of various types of buttons, gadgets, and
- displays, which are explained hereafter.
- Power Meter
-
-
-
- GOVCON FUNCTIONS DESCRIPTION
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Game Area
- ----------
- This is the section of the world map that you are
- currently viewing and working on.
-
- Environmental Balance Graph
- ---------------------------
- This graph is a measure of how nice you are being to
- the environment around you. It starts as slightly
- above balanced. Your actions will affect whether this
- goes up or down. If this goes too far down, you
- should consider taking drastic measures to rectify
- what has happened. If it is your fault, then you will
- have had warnings, but it could be the other player
- who is at fault!
-
- Global Warming Graph
- --------------------
- This displays the current trend in global warming or
- cooling. If it is above the line, global temperature is
- rising; if it is below the line, then global temperature
- is going down.
-
- Latitude and Longitude Displays
- -------------------------------
- These are your present coordinates on the world map.
-
- Power Store
- -----------
- This displays how many full 'Power Meters' you
- have, since the power meter can often go over the
- top of the scale.
-
- Power Meter
- -----------
- This meter displays your game power. Almost
- everything that you do involves spending game
- power. To start with you have limited amounts of
- this, and you should choose your initial actions very
- carefully indeed. Your power either goes up, or
- down, depending on what is happening in the game.
- Performing actions, such as constructing cities, costs
- you power, as does bad environmental management.
- You will gain power from both your economic
- rating, and your environmental rating. Your
- economic rating is calculated from a number of
- values, including which minerals you have found,
- how well your cities are looked after, how big your
- cities are, how well your power distribution is
- working and so on. Environmental rating is worked
- out from how well balanced the eco system is, and
- what the states of various pollution factors are.
-
-
-
- -=- 19 -=-
-
- Quit Button
- -----------
- Clicking on this exits from the game, after a
- confirmation requester.
-
-
- Snooze Button
- -------------
- If you own an Amiga you will be able to pause the
- game and return to the workbench screen if you
- wish to perform actions, such as formatting a disk to
- save your game on. Beware, however, not to use
- any applications that require the serial port while the
- game is paused, as they will not work, and risk
- crashing the machine.
-
- This function cannot be implemented on the IBM-
- PC version of the program, where this button will
- simply pause the game, without returning you to the
- system.
-
- Message Area
- ------------
- This is where the game will display all messages to
- the user.
-
- Move To Last Event
- ------------------
- Clicking here will transport you, if you have enough
- power, to the last major environmental event.
-
- Years Elapsed Display
- ---------------------
- The number of game years you have been playin~
- for is displayed here.
-
- Battle Menu
- -----------
- Clicking on this will bring up the battle functions
- The battle system is discussed later on in the
- manual.
-
- Disk Menu
- ---------
- Clicking here will bring up the disk menu, where
- you are able to load and save games.
-
- Pause button
- ------------
- For when you want a cup of coffee!
-
- Environmental & Economic Data Menu
- -----------------------------------
- Clicking here will bring up the requester for
- environmental and economic maps. These are
- explained individually in the next section of the
- manual.
-
- Current Tool
- ------------
- This displays the currently selected tool, or the
- battle tool if you are performing battle functions.
- See the section on construction tools for details of
- each of the tools available to you.
-
-
- -=- 20 -=-
-
- Tool Selection
- --------------
- By clicking to the left or right of the small drag
- knob you can change tools. There are thirty of them
- in all, and they are arranged as a continuous strip,
- which you can move along to the left or right. They
- wrap round at the ends so it looks like the strip goes
- on forever.
-
- Mark Position
- -------------
- Clicking on this will store in memory your current
- position, to be recalled by:
-
- Move To Mark
- ------------
- Moves you to the last marked position.
-
- Position Finder
- ---------------
- This allows you to set the coordinates of the place
- on the Game Area that you wish to go to. You do
- this on the menu that appears. It also allows you to
- go to your 'Active Units' (See the Battle System for
- details on active units).
-
- Move To Home Position
- ---------------------
- This will move you to your 'home' position, the
- place where you started from in the game.
-
- Movement Arrows
- ---------------
- These scroll you in the appropriate directions for
- whichever button you press.
-
- Shortcuts
- ---------
- There are several built in 'shortcuts':
-
- Moving out off the screen with the mouse, and
- clicking with the left mouse button at the same time,
- will scroll the map in the appropriate direction. (the
- ESC key on the Amiga, or the DEL key on the PC,
- will toggle the need to press the mouse button to
- move in this way).
-
- Clicking with the left mouse button on any
- constructions with the right mouse button held
- down will, power permitting, destroy that block.
-
- Additionally, on the IBM-PC Compatibles version,
- you can press the 'Left Alt' button on the keyboard
- to tum off the sound.
-
-
- -=- 21 -=-
-
-
- These are your sources of information as to the state
- of the planet, and the effects that you have had on it.
- There are seven maps, and three other data tables: an
- environmental balance graph, a seismic survey, and
- an economic data table.
-
- -=- 22 -=-
-
- Carbon Dioxide
- ~~~~~~~~~~~~~~
- Cheap to look at, and shows the current global coverage of
- Carbon Dioxide. Darker areas are where the level is lower, the
- lighter areas indicate a buildup of carbon dioxide. Trees absorb
- certain amounts of C02, and lots of the fossil fuel
- burners (especially coal) produce it.
-
- Look out for sudden appearances of brighter areas,
- and be ready to combat the cause. Trees convert
- Cø2 into oxygen, essential for human life to
- survive.
-
- Ozone layer
- ~~~~~~~~~~~
- This shows your global coverage of Ozone, a layer of a special
- kind of Oxygen which sits high up in the atmosphere and filters
- out the harmful ultra-violet rays from the sun. Holes in this layer,
- which tend to appear near the poles, but also over heavy industry,
- may cause danger to your civilization and will reduce your
- economic standing.
-
- -= 23 -=-
-
- Temperature
- ~~~~~~~~~~~
- This shows you the current temperature of the world. You can
- see "hotspots" here, and watch temperatures rise and fall. Most of
- the events that occur on your world will be affected by or will
- affect the data on this map in some way. Keep a close eye on sudden
- rises and falls here, as the effects can be catastrophic.
-
- Air Pollution
- ~~~~~~~~~~~~~
- From this option, an accurate assessment as to the current
- levels of air pollution can be obtained. Regular checking of
- this will be required in order to see where your major pollution
- offenders are, so that you can take some action. It will also give you
- a fair idea of how the other player is treating the environment.
-
- Environmental Data Table
- ~~~~~~~~~~~~~~~~~~~~~~~~
- This button will bring up a table of environmental data about the
- state of the planet. An example of this table is displayed below.
-
- The data displayed gives a general outlook on how the
- environment of your planet is progressing. Beware,
- however: the ratings in this table are an averag
- all areas of the game world. You should not
- disregard the rest of the data graphs, which wil
- show you to what levels, and in which localize
- areas, any environmental problems are occuring
-
-
- -=- 24 -=-
-
- Contamination
- ~~~~~~~~~~~~~
- Contamination is caused by severe over-pollution, or combat
- of some kind. This map shows you where the major sources of
- contamination are. If you see anything at all on this map you
- will need to act fast, as contamination affects the eco-balance much more
- rapidly than anything else. Nuclear contamination, for example,
- may result in trees and your people dying quickly.
-
-
-
- Cash Affording Table
- ~~~~~~~~~~~~~~~~~~~~
- By looking at this table you will be able to see which of the many
- items that you can choose from to build you can actually afford.
- There are several pages of the most important items. There are
- 'next' and 'previous' page buttons that allow you to cycle either
- forwards or backwards through this table.
-
- Each item listed has some small triangles next to it,
- forming a bar. The longer the bar, the more it costs.
- The solid green area ahows how much power you
- have: everything within this area that is entirely
- covered in green, you can afford.
-
- -=- 25 -=-
-
- Seismic Survey
- ~~~~~~~~~~~~~~
- With this, you can take a seismic suNey of part of your visual
- screen area. It then shows you, as a column of percentages, the
- likelihood of striking coal, oil and uranium, and also the seismic
- stability of this area of land. You can take multiple readings in
- any area to get the percentages as accurate as possible and take an
- average. Pressing 'Center' will center the survey on
- the screen. Seismic surveys are quite an expensive
- option to use.
-
-
- Balance Graph
- ~~~~~~~~~~~~~
- This shows you how well balanced the different parts of
- your eco-system are. It shows at a glance, the growth or reduction
- of trees, deserts, swamps, coastlines and polar caps. using
- this function is free. Too much change in either direction for any of
- the graphs something worth paying attention to, as it reflects
- imbalance of the environment in one way or another.
-
- Economic Data Table
- ~~~~~~~~~~~~~~~~~~~
- This table gives you a variety of types of information about your
- world, its inhabitants, and the environment around it. This data
- is used to calculate your Economic Rating, which is one
- of the factors that increase your power. The information given
- is as follows:
-
-
- Services cover of your city
- Power sources struck
- Data on you cities
- Current Power/Economic rating
- Population of your world
- Game time left/elapsed
-
-
- Investing in Technology
- ~~~~~~~~~~~~~~~~~~~~~~~
- Investing in technology is a way of improving the
- efficiency of natural power sources. It is quite
- expensive, but, in the long run, can be very
- worthwhile when negotiating an environment
- friendly scenario. By clicking on this button, you
- will slightly increase the number of city blocks that
- wind or solar powered power stations can provide
- energy for.
-
- World Map
- ~~~~~~~~~
- This shows the entire world map
- on one screen. You get one free
- usage of this map. On the map
- there is a crosshair that shows
- you where you are at the
- moment, and you can select a
- new position simply by clicking on it, and so long as
- you can afford to go you will.
-
- =-= 27 -=-
-
-
- Summary of Data maps and Graphs
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- All of the coverage maps, that is, CO2, Ozone,
- Temperature, Pollution and Contamination, have an
- outline map overlaid on them so that you can
- properly see where the source of anything
- interesting is, and, like the world map, you can click
- anywhere on the map and jump straight to it, power
- permitting.
-
- Carbon Dioxide Average cost
- Ozone Average
- Temperature Average
- Air Pollution Average
- Eco-Balance Free
- Seismic Survey Expensive
- Contamination Average
- Cash Affording Free
- Economic Info Free
- World Map Expensive
-
-
- When you have finished with this information,
- select the Cancel button.
-
-
- CONSTRUCTION TOOLS
- ~~~~~~~~~~~~~~~~~~
- Each tool is listed, along with its function, on the
- following pages. You will notice that each tool has
- its icon at the top of each page, and, on the same
- page, the box of four figures needed for the
- protection scheme at the start of the game.
-
- Also, on each page, is a figure showing how eac
- block interlinks with other types of block. If you
- ever have a problem, here is the place to find out
- why your constructions don't do what you expect!
-
- You can program any of the tools into function keys
- by selecting that tool, and then holding down shift
- and pressing the appropriate function key. You can
- then jump to any of these by pressing the function
- key that it was programed into. Your function key
- definitions will be saved when you store your game
- on disk.
-
-
- -=- 28 -=-
-
-
- CITY BLOCK
- ~~~~~~~~~~
-
- Function
-
- A city block is the basic building block of any
- civilization. It is within these that your population
- grows. Cities are fairly cheap, and only require a
- power source to become populated.
- Powered (and therefore populated) cities will be li
- up, and will vary in formation. Unpowered cities
- will be blacked out.
-
- Hints
-
- Cities, once powered, will expand on their own,
- following the evolution of their population.
- However, once cities grow to a certain size, they
- will require a certain number of services to keep the
- citizens 'happy'. As cities expand, the population of
- each block will therefore depend on these services;
- for example, no large city can survive without an
- adequate supply of food...
-
-
- -=- 29 -=-
-
-
-
- FARM
-
- Function
- ---------
- Farms, one of the services available to you, provide
- food for your cities. They are stand-alone units, not
- requiring any additional 'connections'. Each farm
- will provide enough food for a fair-sized city.
-
- Hints
- -----
- People will generally find a certain amount of food
- for themselves, especially in small cities, and lack of
- food will only really become a problem if very large
- areas are not supplied.
-
-
- -=- 30 -=-
-
- SEWAGE FARM
-
- Function
- -----------
- Sewage farms are needed near large cities to dispose
- of human waste. They must be piped to the sea,
- where sewage that has been processed is deemed to
- be safe and clean.
-
- Hints
- -----
- As with the other services, it is not necessary to
- have a sewage farms for very small cities, but will
- be required for the larger ones.
-
-
- -=- 31 -=-
-
- WATER PURIFICATION PLANT
-
- This service provides you with a supply of clean
- drinking water for your people. It must be fed by a
- pipe from a source of water, either sea or lake, but
- not the output of a sewage processing plant!
-
- Hints
- -----
- Pipelines can be as close as you like to other
- pipelines, as long as they do not either touch or
- cross.
-
-
- RECYCLING PLANT
-
- Function
-
- Recycling plants allow you to recycle a considerable
- amout of the waste produced within your cities, and
- to re-use resources that would otherwise be lost.
- They have a considerable effect on the pollution in
- your cities. Recycling plants are 'stand alone', and
- do not require connection to other manmade
- constructions.
-
- Hints
- -----
- Without adequate provision for recycling, wasteland
- will start appearing around your large cities, where
- people will be using land for dumping purposes.
-
- -=- 33 -=-
-
- RESERVOIR
-
- Function
-
- This is a water store, that will buffer the water
- supply to your cities. The reservoir can be placed
- anywhere in the pipin~ between a water source and
- water purification plant.Reservoirs can also be used
- in the pipelines between nuclear power stations and
- their water source.
-
- Hints
- -----
- Water reservoirs are important since, if a city does
- not have an adequate water supply, its population
- cannot survive.
-
- -=- 34 -=-
-
- CHOP TREES
-
- This will cut down trees, both coniferous and
- deciduous.
-
- Hints
- -----
- Trees have a very positive effect on the
- environment. It would be a mistake to cut down any
- more than you need to!
-
-
- -=- 35 -=-
-
- DESTROY MAN MADE
-
- Function
-
- This tool will destroy any man made object in your
- cities.The destroyed buildings will get turned into
- wasteland. It should only be used when necessary,
- as destroying constructions is quite expensive, and
- leaves land that has to be converted to be usable
- again.
-
- Hints
- -----
- Destroy man made is generally used when you need
- to make space for new constructions, for example,
- building a pipeline through already established cities Wasteland--
- to connect up a nuclear power plant.
-
- -=- 36 -=-
-
-
- CONVERT WASTE TO GRASS
-
- Function
-
- Converting wasteland to grass will allow you to
- build once again on that land. It is an extremely
- expensive option, but will have a small beneficial
- effect on the environment.
-
- Hints
-
- Because of the expense of converting wasteland to
- grassland, ideally, you should attempt not to have
- any wasteland in the first place. Wasteland can only
- have pipes and cables built on it, whereas grassland
- is opGn to any form of development.
-
- -=- 37 -=-
-
-
- PLANT CONIFEROUS
-
- Function
-
- Coniferous trees are the cheapest trees to plant, and
- survive better than deciduous trees near the polar
- caps. They produce oxygen, and reduce pollution.
-
- Hints
- =----
- Planting trees around your cities towards the
- beginning of the game is the cheapest way of boxing
- cities in, to prevent unwanted and excessive
- expansion. Beware of relying too much on trees to
- contain cities, since trees do die evntually...
-
-
- -=- 38 -=-
-
-
- PLANT DECIDUOUS
-
- Function
-
- These trees are best planted near the tropics of your
- world, where the climate is best suited to them.
- They are a little more expensive than coniferous
- trees.
-
- Hints
- -----
- These can also be used as city borders, but are more
- prone to dying than coniferous trees. ~eciduous
- trees will absorb more carbon dioxide, and produce
- more oxygen, than coniferous ones.
-
-
- -=- 39 -=-
-
-
- CITY LIMIT (Kewl BBS ... CALL IT !)
-
- City limits provide an effective border to your cities,
- preventing them from expanding faster than you
- would wish them to, or to areas that you wish to
- preserve. They have no effect on the environment,
- either positive or negative.
-
- Hints
- -----
- These are a lot more effective than trees for
- bordering in cities, since they are permanent.
-
- -=- 40 -=-
-
- NATIONAL PARK
-
- Function
-
- National Parks provide the best form of blocking in
- a city, in that they are both permanent and good for
- the environment. They are, however, quite
- expensive.
-
- Hints
- -----
- National parks are a very ecologically sound option:
- not only are they planted, but, because they are
- maintained, there is a knock-on effect on the
- permanancy of trees planted nearby.
-
-
- -=- 41 -=-
-
- POWER CABLES
-
- Function
-
- Power cables are used to connect up the electricity
- supply from a power station to a distant city. Also,
- they connect power between city blocks that are not
- contiguous.
-
- Hints
- -----
- It is not necessary lo connect up city blocks that are
- touching each other via other city blocks or
- constructions.
-
- -=- 42 -=-
-
- PIPELINES
-
- Function
-
- Pipelines connect up a variety of resources. These
- are: water, crude oil, refined oil, and sewage. They
- are required for the following:
-
- Connecting Water to a Water purification plant;
- Connecting Water to a Nuclear power station;
- Connecting Sewerage plant output to Water;
- Connecting an Oil rig to an Oil refinery;
- Connecting an Oil refinery to an Oil fired power
- station.
-
- Hints
- Do not mix pipelines!
-
- -=- 43 -=-
-
- WIND POWER
-
- Function
-
- Wind power is cheap, and totally environmentally
- friendly. Although cheap, it will power only a small
- number of city blocks: around 20 or so.
-
- Hints
- -----
- Although useful at the outset of the game, because
- of its low cost, wind power will prove inadequate
- for rapidly expanding cities, unless you invest
- substantially in developing environmentally friendly
- technologies.
-
- See also: Investing in Technology
-
- -=- 44 -=-
-
- SOLAR POWER
-
-
- Function
- Solar Power is the more powerful of the two natural-
-
- resource power generators, but only by a very little
- amount, as it can only power up to about 25 blocks; it
- costs a little more than wind power.
-
- Hints
- -----
- As with wind power, solar power produces no
- pollution, but will remain a limited form of power
- generation unless you invest in technological
- developments in environmentally-friendly power.
-
-
- See also: Investing in Technology
-
- -=- 45 -=-
-
- COAL MINE
-
- Function
-
- Coal is the easiest mineral to strike on most worlds;
- a coal mine is of use only when coupled with a coal-
- fired power station, which must be located within
- two squares of it.
-
- Hints
-
- Coal power is the worst polluter of all the types of
- power source.
-
- See also: Coalfired power station; Coal store
-
-
- -=- 46 -=-
-
-
- COAL FIRED POWER STATION
-
- Function
-
- Coal-fired power stations are cheap, and produce
- quite a large amount of power (around 100 city
- blocks). Unfortunately, they are also very bad
- pollutants. The setting up of power with these is
- quite simple, as they are, coupled with a coal mine,
- a stand-alone form of producing power (no pipelines
- are needed to connect them up). To be powered, city
- blocks must be placed next to the power station, or
- connected via cables.
-
- Hints
-
- It is a good idea not to have too many of this type of
- power station, and, when possible, to replace them
- with cleaner forms of energy.
-
- See also: Coalmine; Coal store
-
- -=- 47 -=-
-
- COAL STORE
-
- Function
-
- Coal stores will allow you to plan ahead for
- unforseen circumstances: any break in the power
- supplied to a coal-fired power station will be
- counteracted by the reserves that build up in the coal
- store. A coal store must be placed within two
- squares of the coal mine that services it.
-
- Hints
-
- Various circumstances can result in a break in the
- power supply, many of them natural occurrences.
- Although power is one of the last things to be
- 'dropped' by the population, power sources in a city
- that is inadequately serviced will eventually decay.
- Power reserves at this stage can be vital to helping
- you rebuild a city.
-
- See also: Coal fired power station; Coal mine
-
- -=- 48 -=-
-
-
- OIL RIG
-
- Function
-
- Oil rigs allow you to mine oil from the planet. They
- can be either land or sea based. If they are sea based,
- the oil will need to be piped first to the refinery, and
- from there on to a power station.
-
- Hints
-
- Having oil rigs on the sea can save you valuable
- land space for building, and also opens up to you a
- wide area outside the confines of your land that you
- can use to find a power source.
-
- See also: Pipelines, Oil Refinery, Oil Store.
-
- -=- 49 -=-
-
- OIL REFINERY
-
- Function
-
- An oil refinery is the intermediate stage necessary in
- the production of power from oil. It takes the crude
- oil from an oil rig, and processes it to a usable form.
-
-
- Hints
-
- This 'extra stage' in the production of power ma~es Pipeline
- an oil-fired power source an expensive option to
- use. However, oil fired power has its advantages,
- notably that it can be mined off-shore.
-
- See also: Pipelines, Oil Rig, Oil Store, Oil-fired
- Power Station
-
- -=- 50 -=-
-
- OIL FIRED POWER STATION
-
- Function
-
- An oil fired power station, managing approximately
- 150 blocks, will provide power to a fairly large city.
- Its pollution level is lower than that of a coal fired
- power station, but higher than that of a nuclear one.
-
- Hints
-
- Although oil based power supplies do generate
- pollution, it is at a level considerably below that of
- coal fired supplies, so much so that it is nearly an
- 'environmentally acceptable' way of generating
- power. However, you will be buming a fossil fuel,
- which does diminish the natural resources of the
- planet.
-
-
- See also: Pipelines, Oil Rigs, Oil Refinery, Oil
- Store. Power Cable$.
-
- -=- 51 -=-
-
-
- OIL STORE
-
- Function
-
- Oil stores can be placed anywhere in the chain
- between the oil rig and and an oil-fired power
- station.
-
-
- Hints
-
- Oil stores are quite important as a contingency
- against a problem with piping oil from the sea to the
- refinery. They allow you time to rebuild your supply
- lines without removing power from your cities.
-
- See also: Pipelines, Oil Refinery, Oil-fired Power
- Station.
-
- -=- 52 -=-
-
- URANIUM MINE
-
- Function
-
- Uranium is the most difficult mineral to find on the
- planet, but produces by far the most power. Mines
- are the first construction in the nuclear chain.
-
- Hints
-
- Because of its relative rarity, you may find it useful
- to do a seismic survey to find out whether there is a
- good chance of striking uranium in the area that you
- are developing.
-
- See also: Nuclear Power Station.
-
- -=- 53 -=-
-
-
- NUCLEAR POWER STATION
-
- Function
-
- Nuclear power stations are by far the most powerful
- source of energy for your planet: it can power
- around twice the number of city blocks that a coal-
- fired power station can. In order to operate, a
- nuclear power station needs to be connected to a
- uranium mine, and must be linked to the sea via a
- pipeline. Although they cost more to develop, they
- give you a source of nearly pollution-free power.
- You will need a nuclear power station to produce re-
- processable waste for use in military applications.
-
- Hints
-
- Beware when using nuclear power: although clean
- and efficient, it is very dangerous if anything goes
- wrong. It is a very good idea to check that you are
- not building on seismic faults, where earthquakes
- can occur quite often!
-
- See also: Uranium Mine, Ur-anium Store,Pipelines,
- Nuclear reprocessing plant
-
- -=- 54 -=-
-
- URANIUM STORE
-
- Function
-
- A uranium store will keep a supply of uranium
- going to your power station if one of your mines
- gets cut off. It must be placed within two squares of
- the mine in order to be supplied, and within two
- squares of the power station to supply that.
-
- Hints
-
- As you will be supplying very large cities with
- nuclear power, it is vital to have a provision against
- a possible power cut, which would affect your cities
- very badly. Also, if you are engaging in nuclear
- conflict, your supply of nuclear fuel to the
- reprocessing plant is very important.
-
- See also: Uranium Mine, Nuclear Power Station,
- Nuclear reprocessing plant.
-
- -=- 55 -=-
-
- NUCLEAR REPROCESSING PLANT
-
- Function
-
- Nuclear reprocessing plants have two functions: to
- cut down the waste emanating from nuclear power
- stations, and to make that waste into a form useable
- for military applications. You will therefore require
- a nuclear reprocessing plant to produce the
- plutonium you need to engage in nuclear conflict.
- Without it, your military forces remain entirely
- conventional-based.
-
- Hints
-
- By reprocessing the waste nuclear fuel you cut down
- pollution from nuclear power to virtually nothing,
- thus making nuclear power a very environmentally
- acceptable option. However, used in nuclear
- conflict, this reprocessed fuel is anything but
- environmentally friendly!
-
- See also: Uranium Mine, Nuclear Power Station,
- Nuclear conflict.
-
-
- -=- 56 -=-
-
- BATTLE TOOL
-
- Function
-
- This tool icon does not in fact cio anything. It
- appears when you open the battle menu, or engage
- in battle instructions. It is simply there to show your
- current status.
-
- See also: The Battle System
-
- -=- 57 -=-
-
- INFORMATION REQUESTER
- ~~~~~~~~~~~~~~~~~~~~~
-
- Function
-
- The information requester will give you data on
- whichever blocks you then click on. It will show
- you the following things:
-
- Block examined: The icon of the block you clicked
-
-
- Block name: The name of the block you clicked on
-
- Block owner: Who owns the block: you, the serial
- player, or the computer player.
-
- Block data: Information on the current status of the
- block.
-
-
- BUILDING YOUR CITY
- ~~~~~~~~~~~~~~~~~~
- How to go about it
-
- A city is very complex, and there are many different
- ways in which to create one. In Global Effect you
- will find that you have considerable choice as to
- how you do this. You will be able to decide on
- which forms of power to use, where they are placed,
- how you deal with sewage and supply problems, and
- even defense.
-
- Starting your city construction will be the hardest
- thing to do. When you start the game on a 'Create a
- world' scenario, you will be starting from scratch, in
- other scenarios your cities may already be present.
- Initially we shall discuss starting a new city from
- scratch, showing how we could build one up - which
- will be of benefit regardless of your choice of game
- type.
-
- It is a wise idea to start with a natural forrn of
- power, either solar or wind power. This way you
- will not have to sPend much of your energy, and
-
- will start generating power immediately. You can
- now either use cables to separate your power station
- from your city, or just select city construction from
- the tools menu and begin. Either way, you will be
- constructing your first settlements. When you build
- them, they will be in dark colors, but, once power
- has been supplied to them and they are connected,
- (which can take a varying amount of time depending
- on the form of power you are using and how
- complicated the cabling is) they will light up,
- indicating that you have a powered and working
- city.
-
- At this point, Global Effect comes to life. Cities,
- given power and plenty of clear land, expand all by
- themselves. You will have to be careful of this
- initially, as it is very easy for a city to expand
- beyond your control at such a rate that you
- effectively bankrupt yourself. It is a good idea to
- start small, and keep things bordered in with trees,
- or city borders.
-
-
- -=- 59 -=-
-
-
- If you do have a serious problem with city
- expansion, and you have little power left, as a last
- ditch attempt, you can demolish a row of city blocks
- around the edges; this will cost less than building a
- city border, trees or a national park but will be at the
- expense of an area of city.
-
- If you do demolish a city, or any other man made
- block, you will create wasteland. Wasteland is an
- area of land that cannot be used for construction
- because it is full of industrial waste of various types,
- which could be anything from pollution on a large
- scale, or a derelict city that has been demolished.
- Over a long period of time, wasteland turns back to
- usable land - but if you have lots of power, and wish
- to accelerate this process, then you can select the
- 'Convert waste to grasssland', a very expensive
- method of creating useable land again. Beware of
- having too much wasteland. When you have
- suffered a conventional attack, land will be reduced
- to waste if it had man made blocks on it. Only a
- very few man made items do not revert to waste.
-
- Pipes, cables, farms and natural power stations will
- revert to useable grass land again if demolished.
- Once your city gets to a reasonable size, it will start
- to require some basic services. These include a fresh
- water supply, a sewage disposal system, a good
- farming network, and possibly some effective usage
- of recycling plants. You will have to supply all of
- these; be careful where you build your sewage and
- water plants, as these require a non-shared pipeline
- to the sea, which can only be finite in length. As a
- general rule, a service block, such as a farm for
- instance, is capable of supplying to an area of 16
- blocks square.
-
- Natural power is very bad for supplying a reliable
- source of power to large cities, and simply having
- large numbers of them may not help. Sooner or
- later, you will have to decide whether to invest in
- developing natural power sources' efficiency
- decide which one of the other available forms of
- power to use next. These are, coal, oil and nuclear
- Coal is cheap, and is usually the best way to start.
-
-
- -=- 60 -=-
-
-
- but in order to power really large cities without
- suffering massive pollution problems, you will have
- to consider oil and nuclear.
-
- Once you have decided on one of these forms of
- power, unless you wish to build mines and use pot
- luck, you will have to use seismic surveys. These
- are an expensive, but very reliable, way of telling
- you about the area of land you are looking at. Not
- only does it tell you the probability of striking coal,
- oil or uranium, but it tells you how likely seismic
- activity, such as volcanoes and earthquakes are to
- happen.
-
- While building your city, be sure to keep a good eye
- on the information you receive in the message area
- at the top of the screen. They will be helpful pieces
- of information telling you how you are getting on,
- and what is happening.
-
-
- -=- 61 -=-
-
- THE BATTLE SYSTEM
-
- War is the single most serious ecological event that
- can happen to your world. In a matter of seconds,
- you can undo tens of years of careful environmental
- planning . Your actions may even be fatal for both
- you and the other player. You can conduct your
- military gameplay as either defensive, aggressive or
- both.
-
- When you decide that you want to deal with the
- military aspects of a civilization, you must select the
- Battle Menu option from your GovCon. A new
- menu will slide down, showing you the various
- military options you have available to you. Before
- you can perform any of these tasks, you will have to
- build a HQ. This is a very expensive item, and
- without it you cannot defend yourself, or launch any
- kind of strike. Once you have a HQ, you will be able
- to select the battle map, and consider building up
- your forces.
-
-
- Airbase
-
- An airbase takes a considerable amount of space (four blocks).
- Once built, you are able to launch planes. Planes are
- reasonably expensive to launch,but can carry multiple payloads.
- In addition to this advantage, after they have performed their missions,
- they can come home and land again.
-
-
- Seabase
-
- This is the most expensive, but most versatile, option available
- to you. In order to construct one of these you will need to find a
- suitable area of coast. A sea base takes up two sqaures of coastland. Once
- you have this you will be able to launch ships. Ships are slow,
- but they are mobile missile sites. You are able to
- launch both conventional and nuclear missiles from
-
- -=- 63 -=-
-
- Early Warning
-
- These are essential if you wish to defend yourself effectively
- against enemy attack. They watch over an area of around 100
- blocks and should anything suspicious happen, you will get a warning
- message and the alert will sound. It is a good idea to defend your
- most important military and economic targets.
-
- HQ
-
- The HQ is the most expensive item that Global Effect has.
- Once you have this, you are deemed to posess the staff and
- control to actually oversee and conduct a military campaign. You need one
- to do any of the other options listed here.
-
- There are certain limitations as to where yo
- construct your HQ. When you first start yo
- you will be at your original home point. Everything
- that happens is centred around this point. More
- importantly, your HQ must be close to here. If you
- try to build your HQ too far away from this point
- you will be warned, and you can press on the centre
- button of the movement control on the GovCon to
- go to your original siting point.
-
- -=- 64 -=-
-
- Goto HQ
-
- Pressing on this will take you to
- your HQ, power permitting.
-
-
- Quit
-
- This quits the battle menu and
- returns you to the main GovCon
- panel.
-
-
- Battle Stat Map
-
- Once you have selected this option, a world map will be
- generated showing just two colors, one for coastlines, and
- one for landmasses. In addition to this, all of your own
- military actions are plotted, including Early Warning coverage
- areas, all of your bases, and current active units.
-
- -=- 65 -=-
-
- Missile Site
-
- This is the cheapest of the military items to build . You need
- one of these before you can launch missiles, which are fast,
- and can carry nuclear warheads. Missiles, of course, do not
- return after their mission, so are an expensive option, but
- the only option ifyou wish to conduct a rapid, suprise, or nuclear
- strike.
-
- Anti-Missile
-
- These work like missiles, but are very short range, and very
- fast. They carry conventional warheads, and, if within a short
- range of an Early Warning Device, will automatically fire missiles,
- which will home into the nearest logged item in the Early
- Warning device. On impact they will explode, and
- destroy the incoming attacker. If there is no Early
- Warning Device within a short range, then you will
- have to fire and target the Anti-Missiles manually,
- which is done in the same way as launching normal
- missiles.
-
- -=- 66 -=-
-
-
- HQ Ranges
-
- Military bases, that's air, missile, ports and early
- warning devices, must be built within a certain
- range of your HQ. This is so that the HQ can
- communicate information to them to enable them to
- function. This range is actually quite a large
- distance, around thirty to forty seperate blocks from
- the HQ's position, so there is a high degree of
- flexibility when it comes to organizing your forces.
-
-
- ACTIVE UNITS
-
- Once you have built your HQ and your first base
- capable of launching something, you can engage
- your first active unit. An active unit can be a plane,
- a missile or a boat. You have considerable control
- over your active units, including selecting and
- aborting missions, manual control, and self
- destruction.
-
- To launch an active unit, you will need to bring up
- the military base menu. To do this, hold the right
- mouse button down over the base (either Air, Sea
- or Missile) and click briefly with the left button.
- A small menu will appear. If you have done this
- operation over an HQ or an early warning device,
- the menu will usually consist of only two options,
- KILL and CANCEL. Select kill to destroy the base,
- or cancel to abort the operation. If the base you
- selected was capable of launching active units, then
- there will be a third option, entitled NEW. Select
- this to get the Mission Selector Menu.
-
- -=- 67 -=-
-
- Mission Selector Menu
-
- Mission targets can be selected on the Battle Status
- Map, simply by clicking the mouse where you wish
- to target. A small dot will light up to show it has
- been selected. Four targets can be active at any one
- time. Any inactive targets are shown as blue on the
- map. If you select targets and launch to them, you
- can select a four new ones without affecting the
- units already flying. In fact, you can then adjust any
- unit to a new mission.
-
-
- Pressing on the RECALL button on the mission
- selector recalls the targets one by one. You can see
- the X and Y of these coordinates shown, and fine
- adjust them yourself using the arrow buttons if you
- wish. Planes and boats require bombs to be loaded.
- On boats, these are actually missiles. You can load
- up to six, power permitting.
-
- until you take control of it, or until it runs out of fuel
- - with the exception of boats or anti-missiles. Boats
- simply sit in harbour and do nothing, anti-missiles
- will try to lock onto a target, and if they fail to
- strike, they will then just fly until they drop out of
- the sky.
-
- Select LAUNCH to launch the unit, and CANCEL
- to cancel the operation.
-
-
- If you do not select a mission, but still launch the
- unit, it will then fly South East at the default speed
- If you choose to launch the unit, it will then start off
- on its chosen mission. If you selected missile, and
- you have the capability to launch a nuclear strike,
- then you will get an additional menu, allowing you
- to select either conventional or nuclear warheads.
- Nuclear warheads are very expensive.
-
- -= -68 -=-
-
- CONTROLLING YOUR ACTIVE UNITS
-
- Once you have launched your active unit, you can
- the decide how involved in the mission you wish to
- be. It can be left to perform its task, or you may find
- that you want to ta_k_e over and control it manually,
- or change its mission. You can select an active unit
- in the same way you bring up the military base
- menu, by holding the right mouse button down and
- clicking on the left, with the pointer selecting the
- unit you wish to control.
-
- You now get the Active Unit Control Menu
- (AUCM). From the AUCM, you have a
- considerable array of options. You can either
- destroy the unit immediately (very rare) using KILL,
- take manual control by selecting COURSE,
- allowing you to specify direction, and, for planes
- and boats, stop and start (planes circle), change
- missions using MISSION, change its aggressiveness
- :~n(1 ~h~.k itC Ct:~tll'i: usin~2 STATUS. Mean units will
- engage any enemy unit along the way, nice ones wiLl
- not, BOMB to drop a bomb now, or simply detonate
- immediately for a missile, HOME to make this unit
- retum home, or CANCEL to abort the menu.
-
- At any time, you can consult your Battle Status Map
- in order to see where all of your units are.
-
- -=- 69 -=-
-
- COLLISIONS BETWEEN ACTIVE UNITS
-
- If two active units collide, then they may fight each
- other. Should this happen, then the most powerful of
- the units will probably win the battle. In an
- emergency, you can use this facility as a form of
- defense - by simply aiming a fleet of missiles into
- the middle of an oncoming attack, you can
- reasonably hope to destroy some of the approaching
- force.
-
- The most powerful active unit is the boat, as it
- carries a high degree of defense, missiles, guns to
- ward of attackers, and it is very large - and is
- therefore harder to eliminate. A plane is next on the
- list, followed by missiles. The least powerful is an
- anti-missile, but that carries a special warhead, and
- will automatically destroy attacking missiles, and
- seriously damage, if not eliminate, oncoming planes.
- It has little effect against boats.
-
-
- THE EFFECTS OF WAR
-
- War is a dangerous thing to engage in if you are not
- totally ready for it. Considerable planning may have
- to go into even the smallest conflict in order to avoid
- potentially terrninal damage to your environment.
-
- When a conventional bomb goes off, its effect is to
- cause minor pollution, contamination and destroy an
- area consisting of five blocks. Repeated bombing,
- perhaps even carpet bombing (where you repeatedly
- bomb in the same area with a small distance
- between each bomb, resulting in total destruction of
- a strip of land) may cause additional contamination.
-
- Nuclear conflict is where rapid damage is caused.
- Be sure that the environment can take the effects of
- a nuclear attack before engaging it. You will also
- require quite a large amount of power in order to
- both launch the missile, and to absorb the damage to
- the world and start a possible clean up campaign. A
- nuclear explosion causes a considerable amount of
-
-
- -=- 70 -=-
-
-
- contamination, which may render land totally
- useless to work on. More than 30% contamination
- will ensure that you carmot perform any action at all
- until it has died down. Contamination has a bad
- effect on anything in that area: it will cause cities to
- fall into disrepair, people will die, trees will die, and
- considerable amounts of wasteland and maybe even
- desert can form.
-
- Repeated contamination will have serious effects on
- the environmental balance, causing unpredicted
- effects (at worst, a nuclear winter) which you may
- not be able to cope with. You may therefore be able
- to win in the short run, but could have committed
- suicide in the long run, so plan before using!
-
- -=- 71 -=-
-
- THE ENVIRONMENT
-
- Global Effect simulates the environment around
- your cities and wars. Things you do will affect it,
- and things it does will affect you. It is a very finely
- balanced system, which is easily upset by both
- natural and man-made events.
-
- The world around you consists of 64,000 locations
- which can be one of the following basic land types:
-
- Grassland
-
- Grassland is clear, open, land which you can
- construct on. Trees will only grow on grassland. It
- has a moderately positive effect on the environment,
- absorbing very minor amounts of pollution and
- contamination over time. Excessive pollution and
- contamination can cause grassland to deteriorate
- into wasteland.
-
-
- Desert
-
- Desert is sandy land, perhaps once grassland. This is
- usually found in warmer areas of the world, near the
- equator, but can happen near war-zones. If deserts
- expand over your cities, they will absorb them and
- reduce them to rubble (or perhaps wasteland) as they
- go. Trees on grassland around borders of deserts can
- go a long way to slowing the advancement of
- deserts, but cannot prevent it totally. Nothing can be
- built on deserts.
-
-
- Mountains
-
- Mountain areas can not be demolished. They are the
- only permenent features of the world. You may find
- mountainous areas of land surrounding deserts. You
- cannot build over them.
-
-
- Swamp Land
-
- This is found in the tropics normally. It is grassland
- that has become waterlogged, and is usually found
- near the coast or at the foots of mountains. You
-
- -=- 72 -=-
-
- cannot build on this land, and over time, if
- conditions are right it can be made to dry up so you
- can work there.
-
-
- Polar Caps
-
- They are the polar equivalents of deserts: plain,
- inhospitable, areas of land that are cold. The world
- has two polar caps, and, if temperatures rise, they
- will melt causing sea levels to rise slightly. The
- inverse effect will cause sea levels to fall, revealing
- new land.
-
-
- Trees
-
- There are two sorts of trees, coniferous, and
- deciduous. Coniferous trees will provide their effect
- all year round, but grow only in the cooler regions
- of the world. If you build them elsewhere, they will
- die quickly. They take longer to grow, and therefore
- cost more. Decidious trees are quick to grow, and
- provide a more efficient way of reducing pollution
- and contamination. These grow best in the tropics
- and in the equatorial areas. Be careful to plant the
- right trees in the right places: bordering in a city at
- the equator with coniferous trees may not be such a
- good idea, as the trees will~die rapidly, and your city
- may suddenly expand rapidly and beyond your
- control.
-
-
- Wasteland
-
- Although it has already been discussed elsewhere,
- its included here to make this section more
- complete. Wasteland cannot be built on, although
- you can run cables and pipes over it. It is dead land,
- but if conditions are favourable it will revert to
- grassland over a period of time, or, if power is
- sufficient you can do this yourself.
-
-
- Sea
-
- Sea, or water, is vital for your survival. You will
- need your oceans for lots of things: for sewage, for
- fresh water and nuclear power, for instance. Your
- military actions with boats also depend on it.
-
- -=- 73 -=-
-
- Contamination
-
- This is the last of the basic land types. Contaminated
- land is bad news: it causes things around it to die, or
- fall into disrepair. Over a period of time it will
- revert to wasteland, and then grassland, but this
- takes a long long time. You can help this process by
- planting trees around contaminated areas if radiation
- levels permit this. Contamination can be caused by
- serious over-pollution or combat.
-
-
-
- ENVIRONMENTAL EFFECTS
-
- This section is purposely scarse, in order for the
- game to be more difficult. Lots of the effects on the
- environment are obvious: if you chop all the trees
- down, then there is nothing to produce oxygen,
- absorb pollution and C02, so effects on the
- temperature and sea levels will happen accordingly.
-
- In some conditions, it acts as a positive feedback,
- the effects will be exaggerated along the same line
- as you go on and so forth, and these may have to be
- stopped rapidly in order to avoid total doom.
-
- Likewise it can work in a negative way - things you
- do can dampen these effects further on in the game.
-
- You will have too look at your environmental status
- graphs, such as C02, temperature, and pollution, in
- order to gauge your next actions. These graphs will
- provide you with limited information on request,
- such as the percentage growth since the last
-
- -=- 74 -=-
-
- measurement for example. This will allow you to
- see quickly and at little cost what has happened as a
- result of your actions.
-
-
- In addition to these coverage graphs, you also have a
- balance bar chart which shows at a glance the rate of
- expansion or contraction of the various land types
- (all of the above described land types will be listed
- except sea, wasteland and contamination). If you
- check this table around one game year after a small
- nuclear conflict, you may have extreme cause for
- concem!
-
-
-
- DISASTERS AND SEISMIC ACTIVITY
-
- There are several things that can happen to your
- world that are beyond your control. These are the
- natural disasters, which in most cases are caused by
- seismic activity.
-
-
- Earthquakes
-
- If an earthquake occurs you will recieve a warning
- message, and you can then click on the button to the
- right of the message display to be transported
- directly (power permitting) to the area in question.
- The effects of an earthquake are to reduce some
- cities to rubble, and to fell trees. The amount of
- damage done will depend on the strength of the
- earthquake. Earthquakes can be brought on
- artificially by conflict.
-
-
- Volcanoes
-
- These are rarer, but also happen in seizmically
- unstable areas of land. If they do occur, they simply
- cause a vast new mountain to appear, and lots of air
- pollution will appear. Surrounding land may be
- damaged, and there could be an accompanying
- earthquake too.
-
- =-= 75 -=-
-
- Other Effects
-
- There are additional natural disasters that can
- potentially occur, but these will remain hidden and
- you can discover yourself what they are. Each of
- them provides a different environmental problem.
-
-
-
- CARING FOR YOUR ENVIRONMENT
-
- You will have to take special care to keep pollution
- at a minimum. Continual usage of coal fired power
- stations for example, coupled with bad waste re-
- processing will result in bad environmental effects.
-
- -=- 76 -=-
-
- THE COMPUTER PLAYER
-
- If you have selected create a world against the
- computer player, or one of the scenarios where it is
- active, then not only do you have to consider your
- environmental problems, but you suddenly have his
- problems to deal with also. If the computer player
- engages in an industrial expansion program, then
- you will have to clean up the aftermath unless you
- can stop it from happening - which is where combat
- comes into play.
-
- On the scenarios other than create a world, you will
- find that the computer players statistics are already
- set up for you. If you select create a world you get to
- decide for yourself how the computer player will
- conduct the game, whether in a military,
- environmental or industrial fashion, or any
- combination of the three.
-
- The computer player is very intelligent, and it may
- suprise you sometimes in its actions. Quite possibly
- you will learn lots of new tactics watching it play
- against you!
-
-
- -=- 77 -=-
-
- THE SERIAL PLAYER
-
- With this option, you can link two machines
- together and play head to head. So long as you have
- the correct cable, you can link any of the formats
- available together. For example, you can link an
- Amiga to a IBM-PC compatible. See the appendix
- on making a null modem cable for further
- information.
-
- You will get the option to decide on four speeds of
- operation. The transmission speed that you select
- will depend on the length of your cable, and the
- speed of the machines that you are using.
-
- If one of the machines is a normal unaccelerated
- Amiga 500, it is recommended that you use 9600
- baud, but, if the cable is very long, 4800 baud. If
- you are using fast PC compatibles, such as 10 to
- 12Mhz, you can try 14.4K or 19.2K.
-
- If you are unsure of the speed to use, select 9600. If
- you have problems with the link, such as serial sync.
- errors, or strange problems with the game, try it
- again using 4800.
-
- Although it is technically possible to play Global
- Effect using a Modem, it is not recommended at all.
- Because of the vast volumes of data that are
- transferred between the two machines, it is not
- possible to use extensive self-correcting error
- protocols, which means that unless the line is at least
- 95% accurate then it will not work. Many modem-
- based protocols pause regularly to recalcuate line
- speeds. This would crash a game of Global Effect.
-
- The modem facility is present, but use it with care.
-
- -=- 78 -=-
-
- MAKING A NULL MODEM CABLE
-
- A null modem cable is the cable that is required for
- you to link together two machines (Amigas can be
- linked to IBM PC Compatibles without any
- problem). The cable is fairly simple to make, but it is
- recommended that you buy one if you have no
- previous experience with a soldering iron. Make sure
- that if you do buy one, that you imperatively get a
- Null Modem Cable: the cable linking your serial
- port to an existing printer, modem, or other serial
- device will NOT function correctly, and one or both
- of the machines might get damaged by it.
-
- If you are constructing your own cable, be very
- careful that you connect up the cable correctly.
- Millennium can in no way accept responsibility for
- any damage to your equipment due to your
- handiwork!
-
- THE CABLE
-
- If you take the appropriate care, the cable is in fact
- very simple to construct. You will require only:
-
- 2 of 25way D connectors, both female.
- Connecting cable of a length suitable for your needs.
-
- The D connectors should be linked as follows:
-
- 2 <----> 3
- 3 <----> 2
-
- 4 <----> 5
- 5 <----> 4
-
- 7 <----> 7
-
-
- To summarize, pin 2 of one goes to pin 3 of the
- other, and vice versa; thesame goes for pins 4 and 5,
- and pin seven is connected directly across.
-
-
- -=- 79 -=-
-
-
-
-
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