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- INTRODUCTION
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- You have just inherited the reign of a small domain somewhere in the
- boundless tracts of Central Asia. This immense landmass rolls on end-
- lessly from horizon to horizon, shaped, though not bound, by the scat-
- tered ramparts of its treacherous mountain ranges. The steppes are a
- vast sea of tough grass and gravel. It's an arid, windswept part of the
- world, a fit setting for some of the most desolate deserts on the planet
- -- they range from the Dasht-E-Kavir and the Kara-Kum in eastern Persia,
- to the Gobi Desert on the northern flank of the Chin Empire. In between
- those, the dreaded Takla Makan: its hellish dunes, shrouded in perpetual
- yellow dust, was the final vision of many a luckless caravan-driver
- along the old Silk Road; the very name Takla Makan means "you go in, you
- don't come out."
-
- For centuries now, Central Asian peoples have wandered back and forth
- over these enormous distances, sometimes on foot, sometimes on hardy
- Mongol ponies. They drive their herds before them, and often drive their
- neighbors out of homelands that were themselves stolen from even earlier
- settlers. Now and then, some of the more fortunate among these bands
- find a spot that they can keep for a few generations, and perhaps get a
- taste of prosperity from farming or, if they settle near enough to the
- great Silk Road, take part in some of the trade that flows back and
- forth between that decaying empire to the West and the mysterious one
- behind the Great Wall.
-
- And flow it does, a river of wealth and goods: there is fine leather
- from Samarkand, beryl and rock-wool from Balkh, jade from Khotan, Hami
- melons and Kashgar blades; there are horses from Ferghana and the
- Vokhan valley, much prized by the Tang emperors -- the "heavenly horses"
- that sweat blood and are said to be descended from Alexander's steed
- Bucephalus; there are spices from Delhi and Kashmir; furs and Muscovy
- glass from the frozen lands of the Samoyeds; and, of course, there is
- silk, and more silk, in every weave, texture and color.
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- Away from the trade routes, though, the concerns are much more basic.
- For a band on the move, the unvaried diet of mutton and mare's milk can
- only be supplemented by charity or warfare. Even for a group that
- chooses to follow the sedentary ways of their farming neighbors, there
- remains the challenge of building and running the irrigation systems
- that are so vital in this thirsty land. These are the economic realities
- that face your people.
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- All the while, there are the wars, the migrations, the displacements and
- conquests, the shifting alliances and the constant movement -- a massive
- human tide washing to and fro across a vast continent. At the moment, it
- is a noisy background above which no single voice is strong enough to be
- heard. Where Alexander with his armies once prevailed, there are only
- songs and stories; and here the Mongol juggernaut has yet to roll, for
- those who will be known as Genghis Khan's ancestors are as yet but
- upstart Kitai clansmen raiding each other's herds in the forests of Man-
- churia.
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- For you, the young new ruler of your people, the vision of a better
- future consists of mustering the strength and wisdom to balance a hard
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- struggle winning the blessings of civilization, against a hard fight
- keeping rapacious neighbors at bay.
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- That future is yours to build, but foundations have been laid by your
- father and his father before him. Your grandfather was a tough and canny
- Turk who rose to rank in a minor clan of the Kirghiz tribe. He came
- first into this region years ago with a troop of war-weary cavalry and
- their camp-followers, hoping to find some respite from the rampaging
- Hsiung-Nu. In this they were successful, and in time your grandfather
- established a settled community whose people began to learn the ways of
- farming. He formed strong alliances with several of the neighboring
- khagans, who themselves were relative newcomers: in the time of their
- fathers, their people had been forced to migrate from Sogdiana, a civil-
- ized provice near the Aral Sea, lately come under Persian rule.
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- Always the instinctive politician, your grandfather soon cemented the
- alliance: he took the daughter of the strongest local leader as his head
- wife. As the years and his abilities unfolded, he eventually united the
- surrounding khaganates under his own rule. He consolidated a small but
- disciplined standing army, established a council of ministers to help
- govern smoothly. He also made plans to build a permanent irrigation
- system to make farming more reliable, so that it could continue as the
- source of prosperity that it was proving to be.
-
- However, he was never to bring this about. One summer morning, with
- a brigade of eager horsemen behind him and a twinkle in his eye, he rode
- away, bound for Kashgar. He'd often spoken of it: the City of the Stone
- Tower, junction of the two Silk Roads and sentinel of the Paimir Mount-
- ains. Your people mourned him for seven years before your father accept-
- ed the yak-tail banner -- even now, when the rumbles of autumn thunder
- gallop across the steppe and make even the steeliest warrior tense with
- dread, the old folks whisper that it's the Ghost Cavalry, finally re-
- turning from Kashgar.
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- Where your grandfather brought your people the stability of farming,
- your father understood the power of gold. While he was a boy, his
- Persian mother entranced him with stories of her homeland, like that
- other princess, Scheherezade. These were tales replete with the riches
- of Samarkand and Tashkent, the splendors of Bukhara, the dangers of the
- deserts and chill beauty of the mountains; there were the wily traders,
- the noisy bazaars, the caravans of shaggy Bactrian camels that brought
- merchants their riches and customers their exotic goods and news of
- exotic places. And at the heart of these tales your father saw the pecu-
- liar magic wrought by that peculiar breed, the trader: simply buy low
- here and sell high there, and a certain amount of that magical yellow
- metal is yours to spend or keep. With enough of it, a man needs neither
- land, nor herd, nor prayers against drought and storm.
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- Though he was bred to be a warrior and not a trader, still your father
- brought some of that merchant magic to your people during his rule, and
- in time there was many a shrewd trader among them; they grew adept at
- buying and selling, and finding people with whom to buy and sell. In
- this harsh locale, demand is low for luxuries, compared to that for
- grain; grain and gold are what changes hands, and this provides a way to
- allay the uncertainties of drought and famine. A more lasting way, of
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- course, is to build permanent irrigation works, and such a plan your
- father often spoke of grandly; but when he died, he had never put down
- bow and sword for long enough to make the idea real.
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- It falls to you, then, as you assume your rule, to realize all these
- ways of making your domain grow strong and prosper; effort and resources
- must be diligently applied, and in the proper balance. Each year you
- will meet with your Royal Council and decide how many acres of land must
- be cultivated, and how much grain to reserve in your storehouses. If
- your taxation is too high, your people may go hungry, some even starve
- or grow rebellious; if it's too low, there may not be enough next year
- for sufficient planting, or to feed the people while the crops are
- growing.
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- As a wise and just ruler, you must make sure that there is enough grain
- left to provide each person with ten bushels; more, if possible, for a
- better-fed populace grows more quickly and becomes healthier, too,
- better able to survive the unpredictable ravages of disease. Above all,
- you must build up the irrigation system, for not only is it the surest
- guard against drought, it enhances the gifts of the earth and makes the
- crops bigger.
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- In council, you will also decide whether you must buy additional grain
- through your traders in order to meet your people's needs, or whether
- there is enough surplus to sell, for the wealth of gold is just as vital
- as the wealth of the land. And it is gold that allows you to maintain
- your loyal troops, who have been so effective at turning away would-be
- conquerers, and when the occasion demands, at conquering new territory
- to accommodate an expanding populace.
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- It is also in council that you must decide whether to send expeditions
- of conquest against your neighbors, or whether to send scouting parties
- to gather intelligence about their strength and potential threat. All of
- the information brought back is carefully kept by your scribes, so that
- you may refer to it while making your decisions. During the year, your
- country may be invaded at any time, so you must be careful to keep a
- portion of your troops at home for an adequate defense. Any time there
- is an invasion, your officers will keep you informed of developments.
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- At the end of the year, your ministers will report to you with a summary
- of the year's important events, such as harvest yields, balance in the
- treasury, population count, effects of drought or plague, territory
- captured, and so forth. The future of your people is in your hands, and
- you have all that you need to rule wisely -- may you do so and prosper!
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- II. PLAY
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- Note: most of the information detailed in this documentation is sum-
- marized in the Help facility, which is available online during the
- game. See section on using Help below.
-
- START
-
- From DOS, type PRINCE to start the game. The program will ask if you
- want to start a new game; if not, it will ask the file name of the
- previously-saved game that you wish to resume. Then it asks you to
- select a skill level ranging from 1 to 5.
-
- This value sets the difficulty of play, from easiest to hardest. It
- affects the armed strength and aggressiveness of your hostile neighbors;
- no other aspect of play (farming, trading, etc.) is affected. There are
- optional command-line parameters, however, that make other aspects of
- play easier:
-
- 'H' - Current Health factor included in Year-End summary. Appears as a
- percentage. This factor largely determines the fertility and mort-
- ality rates of your population. It also affects susceptibility to
- plague, as well as emigration and immigration.
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- 'S' - Scouting parties return with exact information.
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- 'N' - Printout of state of all neighbors at every turn.
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- PLAY PROCEDURE
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- You win by:
- Accumulating 100,000 talents of gold.
- Conquering all 15 neighboring domains in the region.
- You lose by:
- Conceding with the "Q" command.
- Managing to lose all your land, or people, or wealth (grain & gold).
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- Each year, in your Royal Council (Main Screen), you decide:
- How many acres to plant -- enter value in PLANT CROPS field
- How many acres to irrigate -- BUILD CANALS field
- Irrigation improves crop yield and
- protects against drought
- How many bushels to store for next year -- STORE GRAIN field
- How many bushels to sell or buy -- TRADE GRAIN field
- Positive value means buy (at PRICE/BU. shown)
- Negative value means sell (at PRICE/BU. shown)
- How many troops to recruit for next year -- RECRUIT field
- This number will not be added to the SOLDIERS field
- until the following year
- How many troops to send out either to scout or attack --
- MOBILIZE field
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- See MAIN SCREEN section below for Cursor Movement and Editing. Press
- RETURN after each time you enter a value, to calculate the results of
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- these decisions (shown in the fields below the bar); make sure that your
- grain expenditures will leave a PER CAP of ten bushels or more, as this
- is what you are feeding your people.
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- When you're satisfied with the values, move cursor to COMMAND field and
- press RETURN. If MOBILIZE is nonzero, you will need to give the order to
- SCOUT or ATTACK a neighboring country. Decisions shown on the screen are
- put into effect at this point. You may be attacked by a neighbor; if you
- are attacking or defending, there will appear a screen telling you of
- the results of battle.
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- At year-end, results of the harvest will be reported to you, along with
- population changes, military activity, and so forth.
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- INPUT FIELDS
- PLANT (Crops): Acres to cultivate.
- Each acre requires three bushels of grain for seed.
- One farmer can plant two acres.
- BUILD (Canals): Acres to build irrigation facilities on.
- Construction for each acre requires four men.
- STORE (Grain): Bushels to save for next year.
- TRADE (Grain): Bushels to buy or sell.
- Positive number is a purchase; negative, a sale
- Every 1000 bushels requires two men to transport it.
- RECRUIT: Number of men to train for next year's army.
- It costs three talents to train each recruit.
- MOBILIZE: Number of troops sent for war or reconnaisance.
- It costs two talents per soldier mobilized.
- These troops will not be available to fight invaders.
- (See COMMANDS section below for giving them their orders).
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- RESULT FIELDS
- SUBJECTS: Total population for the current year.
- FARMERS: Manpower available for planting and building.
- SOLDIERS: Number of troops available to fight invasion.
- LAND: Total land for the current year.
- TO PLANT: Maximum acreage that can be cultivated.
- IRRIGATED: Acres for which irrigation canals have been built.
- GRAIN: Bushels of grain left for feeding the populace.
- SEED: Bushels of grain used for seed.
- PER CAP: Size of an individual's allocation of grain to eat.
- GOLD: Balance of gold in treasury after expenses and trade.
- EXPENSES: Costs of military recruiting and campaigning.
- PRICE: Trading price of grain for current year.
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- This as well as other information appears in the online Help
- facility. The text appears in file PRINCE.HLP, which you may want
- to print out for reference.
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- MAIN SCREEN
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- The opening screen informs you of your coronation and full title. Next
- you'll see the main screen, that of the Royal Council, with the follow-
- ing layout:
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- ABOVE THE BAR
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- These fields are for entering "what-if" data with which you will develop
- decisions about how to apportion and direct your country's resources for
- the current year. Each field is labelled, and as you move the cursor
- from one to another, a prompt also appears at the bottom of the screen
- elaborating a bit more on the purpose of the particular field (see below
- for mechanics of editing and cursor movement).
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- Into each field, enter the approximate amount desired; when you enter or
- change a data-item and want to see the consequences, just press RETURN:
- all the other items dependent on that one will recalculate, just like a
- miniature spreadsheet program. The results are displayed in the fields
- below the bar. Whenever an excessive amount is entered, or one that
- causes an illegal result (such as trying to plant more grain than you
- have on hand, for example), an error message will appear at the bottom
- of the screen, and you may then go back and enter an appropriate
- quantity.
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- Many of the items are very interdependent, so it will probably take
- several trial approximations, changing this field and that one until you
- get a satisfactory picture. Let the recalculation facility work for you
- -- you have more important concerns than bookkeeping!
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- BELOW THE BAR
-
- These fields display the results of the data entered, calculated accord-
- ing to the rules of the game. For example, it requires three bushels of
- grain to seed an acre of land, so if you specify (in the "Plant Crops"
- field) that a certain number of acres are to be cultivated, then three
- times that number will appear in the "For Seed" display-field.
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- INSIDE THE BAR
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- Appearing inside the bar are the current year and the 'Command' field.
- When you are satisfied with the other fields, move the cursor to this
- one, at which point you have several options. If you press RETURN here,
- the decisions you have made for this year will be enacted, and the
- subsequent screen(s) will show the consequences of those decisions. If
- you enter a "/", a dialog box labelled "Orders: " will open up for the
- purpose of various military activities (see section on Commands below).
- The dialog box also opens by default if the MOBILIZE field is non-zero.
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- The fields are grouped so that each row of fields deals with the same
- units (e.g., acres of land, bushels of grain, etc.). The status-line at
- the bottom of the screen shows not only the various prompts and error-
- messages, but also the current field-number, current column within the
- field, editing mode (Overwrite or Insert), CAPS lock and NUMS lock. The
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- rectangle below the bar also serves as a window for the online Help
- facility, and for the REVIEW command (see below).
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- CURSOR MOVEMENT AND EDITING
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- MOVING BETWEEN FIELDS
- TAB Key : Moves to next field in sequence.
- BACKTAB : (Shift-TAB) moves to previous field.
- U & D Arr: Moves to field just above or below.
- HOME Key : Moves to the upper left-hand field.
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- EDITING WITHIN A FIELD
- R Arrow: Moves the cursor right one space at a time.
- At right end of field, cursor will tab to next field.
- L Arrow: Moves left one space if cursor is not in Col 1;
- Otherwise, it will tab to the previous field.
- ESC Key: Moves cursor back to Col 1.
- BACKSP : "Destructive." Deletes character to the left.
- DEL Key: Deletes character under the cursor.
- ^Y : Deletes all to the right of cursor position.
- INS Key: Toggles between Insert and Overwrite modes.
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- EQUIVALENT KEYS
- Arrows : "Wordstar diamond." L,R,U,D = ^S,^D,^E,^X
- TABS : TAB,BACKTAB = ^R Arrow,^L Arrow
- INS Key: ^V
- DEL Key: ^G
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- COMMANDS
-
- 'Command: ' (Field for Single-character commands)
- RET: Closes current Royal Council and enacts its decisions.
- / : Opens dialog box for orders to MOBILIZEd troops.
- Also opens if troops are MOBILIZEd when Council closes.
- ? : Calls up the Help facility.
- Q : Quits the game. Will double-check with you, then ask whether you
- want to save the game, and, if so, to what file.
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- 'Orders: ' (Dialog box)
- ATTACK and SCOUT must be given with a direction, i.e.,
- NORTH,SOUTH,EAST and WEST. N,S,E,W may also be used.
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- ATTACK:
- Number of troops entered in MOBILIZE will fight the country lying in the
- specified direction. Gains, losses and other info will be reported.
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- SCOUT: (also RECON)
- Reconnaissance by soldiers MOBILIZEd in given direction. They will
- report estimated troop strengths, approximate size and wealth of the
- domain, and apparent hostility (i.e., likelihood of attack). Accuracy of
- report goes according to the number of soldiers who are sent and live to
- tell the tale -- up to about fifty; more than that usually brings dimin-
- ishing returns, since chances of getting caught go up with the size of
- the scouting party. Results of reconnaisance are stored and can be
- called up by the REVIEW command.
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- REVIEW: (also REV)
- Will show a table summarizing reconnaisance done so far. Your armies out
- on campaign (ATTACK command) will update this information the same way.
- Enemy invasions modify some of the information: enemy troop estimate
- is reduced by the number killed in your defense of their invasion, and
- enemy territory estimate is increased by the number of acres they win
- from you, if any. Also shows the year a reconnaisance item was acquired.
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- OTHER SCREENS
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- The year-end report screen is shown every year, with a summary of farm
- productivity, births, deaths, plague, population, wealth, etc.
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- In between, there are screens that report results of campaigns and in-
- vasions, as appropriate.
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- CONSTRAINTS & CONDITIONS
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- PER CAPita grain should be 10 or more (prevents starvation and riots).
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- Occurrences of starvation increase chance of riots and starvation.
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- Health index below .75 increases chance of plague.
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- Higher PER CAPS increase population and disease-resistance (up to 40).
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- Grain price fluctuates around .05 talents per bushel, but not very far
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- Neighbors are "live:" resources of their countries fluctuate, too: their
- wealth depends on population, land and current grain-price; population
- growth or decline depends on wealth; land depends on their military
- successes & failures; hostility level (i.e., how likely they are to
- invade) varies; their number of new troops depends on population and
- hostility level.
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- Size of enemy mobilizations depend on their hostility and wealth.
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- An enemy's hostility-factor can change:
- Decreases when enemy is defeated severely enough (more than about
- 15% casualties).
- Increases when you are defeated severely enough.
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- Accuracy of scouts' troop-counts goes up with size of patrol, unless the
- 'S' parameter was included in the command-line at the start of the game.
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- When MOBILIZing, forces left at home face possible raids the same year.
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- STRATEGIES
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- The only way to acquire more land is by force of arms.
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- The surest way to wealth is to buy low and sell high.
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- Make sure that all those not farming are BUILDing or RECRUITing.
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- When MOBILIZing, leave enough troops at home to defend against raids that
- may come the same year; i.e., before campaigning forces return.
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- Successful campaigns bring gold & land; also sudden jumps in population.
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- Overpopulation can sometimes be a problem -- deal with it promptly:
- if you can't make a quick conquest of territory, starve the population
- for a year or two - the survivors will be better off, and you can avoid
- a downward cycle of poverty. (To rule well, as Kublai Khan once said,
- "You must be as good as you can be, and as evil as you have to be.")
- Of course, if you do this too many times, the people will start rioting
- and looting the granaries.
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- A conquered neighbor just may be followed by a much more threatening one.
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- Increase troops quickly at first, while enemy strength is still unknown.
- Increasing troops slowly but steadily thereafter is the most painless.
- Larger troop-buildups just before a campaign will cover its casualties.
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- Keep reconnaisance info up to date - items are marked with year acquired.
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- Stability can be gained by consistently applying a simple formula:
- try to buy at least a few thousand bushels when price is below .05
- likewise, always try to sell a few thousand when price is above .05
- BUILD at least some canals every year; the long-term benefit is great.
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- III. HELP FACILITY
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- When you type "?" in the Command field, the dialog box opens up with the
- prompt "Topic: ," while displaying instructions and main topic-heading in
- a window that opens up in the Result-Fields area of the screen. In
- response to the prompt, you may either specify one of the topic-headings
- by number, or type in a keyword that you believe is associated with the
- material you're looking for (distinction between upper-case and lower-
- case is ignored). In the first case, Help will display the first few
- lines of the topic specified; in the second case, it will stop at the
- first occurrence of the keyword that you specify.
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- If you think it has stopped near the material you want to see, you may
- scroll through the text a single line at a time: RETURN advances the
- scrolling forward a line, and BACKSPACE scrolls back up a line. Alterna-
- tively, you can press the TAB key to keep searching for the next occur-
- rence of the keyword; if the search reaches the end of the Help file
- without another "hit," you'll get a beep and a message to that effect. At
- any time during scrolling or tabbing, you can break it off by hitting
- ESC, which will put the cursor back into the dialog box, waiting for
- another keyword from you to search for.
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- At this point, you may opt to quit Help altogether, in which case you
- just press RETURN, and the game resumes.
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- During scrolling or searching, the display shows the current line-number
- and the most recent topic-heading read. The intent of this is to help you
- stay oriented while peering through this diminutive window.
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- The text of Help is just a text-file on the disk called PRINCE.HLP. If
- you wish, you can add to the Help text or customize it to your taste, but
- before doing so, you should know about a couple of relevant particulars.
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- First, there is a 200-line limit on what the program reads from the .HLP
- file; any more than that is simply ignored. As distributed, the file is
- 149 lines long, which leaves a bit of room for notes or whatever of your
- own choosing. The first 7 lines of the file are what is displayed when
- Help is first called; it considers the 8th line as line #1 of the Help
- text proper.
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- Topic headings are single digits in column 1, followed by a right paren
- in column 2, for instance: "4)". When the search or scroll routine sees
- this configuration, it will display whatever else is on that line as the
- current topic heading. If you decide to modify the Help file, it's
- probably a good idea to save a copy of it somewhere; make sure you name
- the modified version PRINCE.HLP -- that portion of the program is not
- overly smart, and won't know what to do otherwise.
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- IV. PROGRAM NOTES
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- "PRINCE" AND ITS PREDECESSORS
- by Terry Dyke
-
- "Prince" is a variation on a type of game program that has a long
- tradition among microcomputer enthusiasts. The first one I remember
- seeing was a BASIC listing in "Dr. Dobbs Journal of Computer Calis-
- thenics and Orthodontia" in early 1976, when that publication was a
- skinny newsprint affair, and you had to know somebody, it seemed, to get
- your hands on a copy. That game was called "Kingdom," and I took the
- listing over to a friend of mine who had built an Altair micro with a
- whopping 32K of memory; he'd also recently acquired a "TV Type- writer"
- -- CRT terminal -- so he was no longer confined to tiny machine-lang-
- uage programs entered via the front-panel switches.
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- I was anxious to exploit this glamorous new boon to hobby computing, as
- well as to make use of a "high-level" computer language, even if it was
- BASIC. I'd been reading that Tiny Basic was starting to be used on a lot
- of home micros, and that Altair Basic was even pretty close to a full-
- blown one. So, we hurriedly entered the source code for "Kingdom,"
- cleaned up a couple of syntax errors, and we were off and ruling. Many
- bleary-eyed hours later, we saved the program onto yet another new
- marvel, the cassette recorder.
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- Since then, the game has turned up in various incarnations on bulletin
- boards and in computer-club libraries. It seems that the most ubiqui-
- tous of the lot was "Hammurabi," which, unlike "Kingdom," had a spe-
- cific setting, ancient Mesopotamia. That, I thought, was a nice touch;
- it aided the willing suspension of disbelief, just like a play or a
- movie or a story. As a childhood fan of those Avalon-Hill board games in
- which faithful simulation is so important, I definitely appreciated the
- similarity between a good game and a good yarn.
-
- Still, "Hammurabi" was recognizably just "Kingdom" dressed up in Baby-
- lonian robes; it added little to the basic structure of the game. More
- recently, the game has appeared on a ten-dollar games disk from an
- outfit that distributes through a nationwide bookstore chain. This time,
- it was called "Ruler." Even though it did have the improvement of being
- implemented in compiled BASIC, it was put back into a generic setting,
- and some aspects of the quality of play are uneven and frustrating. For
- example, I found it impossible ever to profit solely by farming, but
- since land prices varied all the way from 1 to 10, sometimes from one
- turn to the next, it quickly became obvious that one could make out
- quite handsomely by becoming a real-estate speculator instead. But I
- always wondered: From whom, exactly, is this monarch buying territory
- for his realm? Of course, in fairness, that question is a legacy that
- goes all the way back to "Kingdom."
-
- Perhaps the best variant of the game was an offering from Instant
- Software called "Santa Paravia and Fiumaccio" for the venerable Apple
- II. The setting was two fictitious city-states in Renaissance Italy,
- and the game even had a great little graphics sequence during each turn
- that would paint the present picture of your domain, with palaces and
- churches in their current stage of construction, a number of stalls in
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- the marketplace for your merchants, and little plows and furrows over
- the area of land under cultivation. There were many additional elements
- in the structure of the game, such as money, construction of these
- buildings, accommodating trade, raising an army, etc. You could also
- have several players going in parallel, each with their own country,
- although there was hardly any controllable interaction among them;
- basically, whoever achieved the games's goal first was the winner.
-
- Another good innovation that "Santa Paravia" included was an input-
- screen that you could call up from time to time and change various
- parameters affecting your governing policies. You could set such things
- as how high your taxes were, whether your justice was lenient or harsh,
- and quite a few other things of that sort. All of these would have some
- effect on the success of your reign and the outcome of the game. The
- input-screen was a step in the right direction, I thought, but still, in
- the main sequence of play, "Santa Paravia" shared with its predecessors
- a very avoidable liability: data was input via the traditional line-by-
- line, prompt-and-response dialog, and that makes it impossible to go
- back and change your mind about a particular value once you're past that
- point in the dialog sequence.
-
- Such a state of affairs is most awkward, considering that the focus of
- play is in creating an overall balance, an optimum among a number of
- interrelated variables. That, and the fact that there's usually a fair
- amount of arithmetic in the way that the variables are related, usually
- meant a lot of bookkeeping and "what-if" calculation on the side when
- playing one of these games. Surely, one of the most bewildering spect-
- acles imaginable is somebody who is obliged to keep a dime-store calcu-
- lator in front of his multi-kilobuck computer!
-
- So with an enduring enthusiasm for this type of game, I still had a
- bagful of dissatisfactions with the slips and flaws of earlier versions
- of it; there were none of them that I completely enjoyed playing, since
- even th