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-
- ΓòÉΓòÉΓòÉ 1. Main Menu ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Product Information
-
- Licence agreement
-
- Credits
-
- Map view
-
- County view
-
- Tutorial
-
- Keys summary
-
- Building information
-
- Resident information
-
- Classified information
-
-
- ΓòÉΓòÉΓòÉ 1.1. Product Information ΓòÉΓòÉΓòÉ
-
- Welcome
- to
-
- v 0.9b
- by
- Steven Cadotte
- scadotte@mars.ark.com
- Build 98-04-01
-
- copyright (c) 1996
- All rights reserved
-
- WarSim (by Steven Cadotte) is a turn based feudal production based war game.
-
- This version is a beta demo. What does this mean to me?
-
- 1. Graphics are not yet completed..
-
- 2. Sound effects are not included to reduce system requirements.
-
- 3. Aggressive computer players will not be coded until warranted, and play
- rules have been decided.
-
- 4. Documentation may differ from current available version.
-
- 5. Bugs not found during testing may be present.
-
- Note: Please forward any likes or dislikes about this game back through whom
- you obtained this game from, or directly to me by e-mail at:
- scadotte@mars.ark.com
-
-
- ΓòÉΓòÉΓòÉ 1.2. Licence agreement ΓòÉΓòÉΓòÉ
-
- LICENCE AGREEMENT
-
- NOTICE TO USERS:
- This is a contract. By executing the software you accept all the terms and
- conditions of this agreement, and can be legally bound by all terms and
- conditions in this agreement.
-
- PROGRAM NAME:
- WarSim by Steven Cadotte v0.9b for of/2 beta demo.
-
- ENTITLEMENT:
- Entitlement of the packaged beta demo version is restricted to person that
- can and agree to be bound by all terms and conditions of this agreement.
-
- DISTRIBUTION INFORMATION:
- The software contains a statical bound copy of;
- IBM VISUALAGE C++ FOR of/2, VERSION 3.08 Runtime Modules
- (c) Copyright IBM Corporation 1995
- All Rights Reserved.
- These modules are provided 'AS IS'.
-
- REDISTRIBUTION INFORMATION:
- You may distribute unlimited copies of the software to others, which can be
- bound by this licence agreement, for their personal use, in the following way.
- This program must be distributed as a package with all these listed file
- unmodified and intact;
- Readme.txt,
- License.txt,
- WSBeta.EXE,
- WSBeta.INF
- WSResBin.DLL,
- WSMapDem.DLL,
- WSMapDem.INF,
- WarSim.AVI.
-
- USE OF SOFTWARE:
- You may place the software on any storage device for the purpose of,
- executing this program for your personal use on the of/2 WPS operating system environment.
-
- COPYRIGHT:
- This software is protected by Canada's Auto Copyright conventions of
- intellectual property and International Treaty provisions. The software is
- protected as intellectual property and a literary work. The full software name
- of 'WarSim by Steven Cadotte' bears the author's name as a literary work.
- Association with any other literary work, software, company, business, entity,
- or object, is not intended or implied. This agreement does not grant you any
- intellectual property right in the software.
-
- RESTRICTIONS:
- You agree not to modify, adapt, translate, reverse Engineer, decompile,
- disassemble or otherwise attempt to discover the source code of the software.
-
- NO PROGRAM SERVICES:
- No guarantees or assurances of service are offered, and should NOT be expected.
-
- NO WARRANTY:
- THE SOFTWARE IS BEING SUPPLIED TO YOU AS IS. THE AUTHOR, CONTRIBUTORS, BETA
- TESTERS, AND SUPPLIERS MAKES NO WARRANTY AS TO IT'S USE OR PERFORMANCE. THE
- AUTHOR, CONTRIBUTORS, BETA TESTERS, AND SUPPLIERS DO NOT AND CANNOT WARRANT THE
- PERFORMANCE OR RESULTS YOU MAY OBTAIN USING THE SOFTWARE OR DOCUMENTATION. THE
- AUTHOR, CONTRIBUTORS, BETA TESTERS, AND SUPPLIERS MAKE NO WARRANTIES, EXPRESSED
- OR IMPLIED, AS TO NONINFRINGMENT OF THIRD PARTY RIGHTS, MERCHANTABILITY, OR
- FITNESS FOR ANY PARTICULAR PURPOSE. IN NO EVENT WILL THE AUTHOR, CONTRIBUTORS,
- BETA TESTERS, AND SUPPLIERS BE LIABLE TO YOU FOR ANY CONSEQUENTIAL, INCIDENTAL,
- OR SPECIAL DAMAGES, INCLUDING ANY LOST PROFITS OR LOST SAVINGS, EVEN IF ANY
- ENTITY HAS BEEN ADVISED OF THE POSSIBILITIES OF SUCH DAMAGES, OR FOR ANY CLAIMS
- BY ANY THIRD PARTY. ANY PERSON WHO CAN NOT BE BOUND BY THE RESTRICTION IN THIS
- AGREEMENT IS FORBIDDEN TO USE THE SOFTWARE.
-
- Notice:
- of/2 is a registered trade mark of IBM Corporation.
- WPS is an acronym for Work Place Shell, use by IBM identify the of/2
- graphical user interface.
-
- Your acceptance of the foregoing agreement is indicated by executing the software.
-
-
- ΓòÉΓòÉΓòÉ 1.3. Credits ΓòÉΓòÉΓòÉ
-
-
- by Steven Cadotte
-
- Author
- Steven Cadotte
-
- Concept Contributers
- Ray Girardi
- Dave Ouwendyk
- Keith Thomson
-
- Art Contributers
- Dave Graham
- Vaugn McCabe
- Vincent Horne
- Brian Chung
-
- Documentation
- Steven Cadotte
- Ray Girardi
-
- Beta Testers
- Dave Ouwendyk
- Ray Girardi
- Mark Rudy
- J. Hall
- Keith Thomson
- Maxx Daymon
- Stephen Degabriele
- Spencer Stucki
- Joseph Lo
- Rodney Mahoney
-
-
- ΓòÉΓòÉΓòÉ <hidden> Disclaimer ΓòÉΓòÉΓòÉ
-
- Within this program and documentation "WarSim by Steven Cadotte" will be
- refered to as WarSim. The use of the name WarSim is not intended to be
- associated with any other literary work, software, company, business, entity,
- or object, that may bear the the same or similar name.
-
-
- ΓòÉΓòÉΓòÉ <hidden> Author ΓòÉΓòÉΓòÉ
-
- Steven Cadotte
-
- scadotte@mars.ark.com
-
-
- ΓòÉΓòÉΓòÉ <hidden> Not Coded ΓòÉΓòÉΓòÉ
-
- Not coded in this version
-
-
- ΓòÉΓòÉΓòÉ 2. Map view ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Map window
-
- Map Menu
-
- Context Menu
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 2.1. Map window ΓòÉΓòÉΓòÉ
-
-
-
- Title bar:
-
- This will display the following -
-
- o Program name and version - Map View - Current players name.
-
- Menu:
-
- This is covered in "Map Menu".
-
- Map Area:
-
- Mouse button 1 single click -
-
- o on a county area will open that counties view if owned by the current player.
-
- Mouse button 2 single click -
-
- o any where on the map will open a context sensitive menu covered in "Context Menu".
-
- Note: The first letter of each counties name is textured into the map for your convenience.
-
-
- ΓòÉΓòÉΓòÉ 2.2. Map menu ΓòÉΓòÉΓòÉ
-
-
- File:
-
- New:
-
- In this window you may select:
-
- How many human players will be playing.
-
- What game level to play at.
-
- Names for all human players.
-
- Once "Begin New Game is selected -
-
- o Each county's owner is automatically generated.
-
- o Each county's available farm land is automatically generated.
-
- o Each county's starting raw resources is automatically generated.
-
- o Each county's starting buildings is automatically generated.
-
- Load:
-
- o Will display a file dialog to load a saved game file.
-
- o Your current game will be lost.
-
- Save:
-
- o Will save the game with it's current game name.
-
- o If the game is a new game and never been saved ,the game is saved under the
- name of "NewGame.dat".
-
- SaveAs:
-
- o Will display a file dialog to save the current game.
-
- Load map:
-
- o Will display a file dialog to load a map DLL.
-
- o Your current game will be lost.
-
- Exit:
-
- o Closes all open windows and quits the game.
-
- o Your current game will be lost.
-
- Option:
-
- AutoSave:
-
- o Enable auto save check box enables the autosave when checked.
-
- o The spinbox acceptes numbers from 0 to 100.
-
- o Selecting zero is equivilent to not checking the enable check box.
-
- o The curent game is saved after the end turn calculations of every turn
- which is an even multiple of the selected number from 1 to 100.
-
- WarSim Info:
-
- o This window may be dismissed by clicking the window or the system menu.
-
- Turn:
-
- o This is not a selectable menu item.
-
- o This item shows the current game turn.
-
- County:
-
- o Selecting the county name in this menu will open that county view, if it is
- owned by the current player.
-
- End Turn:
-
- o Will commit all turn decisions and progress the game by one turn.
-
- History:
-
- o This window shows a running log of all important events.
-
- o Older events will be removed to accomodate new events.
-
- County name:
-
- o This is not a selectable menu item.
-
- o This item shows the current computer controled unoccupied county which is
- being calculated by the computer.
-
-
- ΓòÉΓòÉΓòÉ 2.3. Context menu ΓòÉΓòÉΓòÉ
-
- o This menu is displayed when the mouse button 2 is clicked on the map area.
-
- Turn:
-
- This line shows the current game turn:
-
- o Selecting this item will show the history window (See "Map Menu" - "History").
-
- Dynamic Area:
-
- This area shows:
-
- 1. The current players name in the current players colour.
-
- 2. If a county is clicked, the selected county's emblem in the owner's colour.
- If the WarSim crest is clicked, the name of the loaded map. If any other
- area is clicked, the land marking description.
-
- o Selecting this item will open the county view, if both colors are the same.
-
- Pop:
- If a county is clicked:
-
- This line show the current population of the county.
-
- o Selecting this item will open the county view, if current player owns the county.
- If any non county is clicked:
-
- This line is set N/A.
-
- o Selecting this item will do nothing.
-
- Value:
- If a county is clicked:
-
- This line show the current appraised value of the buildings in the county.
-
- o Selecting this item will open the county view, if current player owns the county.
- If any non county is clicked:
-
- This line is set N/A.
-
- o Selecting this item will do nothing.
-
- Res:
- If a county is clicked:
-
- This line show the current total raw resources remaining in the county.
-
- o Selecting this item will open the county view, if current player owns the county.
- If any non county is clicked:
-
- This line is set N/A.
-
- o Selecting this item will do nothing.
-
- Done:
-
- o Selecting this item will dissmiss this menu without doing anything.
-
-
- ΓòÉΓòÉΓòÉ 3. County view ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- County Area
-
- County Menu
-
- Class Panels
-
- Action Panels
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 3.1. County Area ΓòÉΓòÉΓòÉ
-
-
- o This pointer indicates where to click for further infomation.
-
- o This pointer indicates where clicking will cause an action.
-
- Info Area:
- Idle:
-
- o Shows total population not available to work:
-
- o New people in the city not yet settled into the county.
-
- o Angry ex-working class who refuse to work.
-
- o People not willing to work, and prefer to live off the county surplus.
-
- Ready:
-
- o Shows the total people willing to work.
-
-
-
- Building:
-
- o Shows the total people currently assigned to building city improvements.
-
-
-
- Action Buttons:
-
- o "Build", "Trans", "Move", "Patrol", "Spy" are described in the "Action
- Buttons" area:
-
- Class Panels:
-
- o The Class panels in the center of the window are described in the "Class
- Pannels" area.
-
- Colored panel Buttons:
-
- o The colored panel buttons on the far right side of the window will increase
- the viewing area of the corresponding "Class panel".
-
- o The enlarged viewing area allows room to show the information on the top
- half of the "Class panel".
-
-
- ΓòÉΓòÉΓòÉ 3.2. County Menu ΓòÉΓòÉΓòÉ
-
-
-
- Goto Map:
-
- o Will hide the county view and show the map view.
-
- Change View:
-
- o Selecting the county name in this menu will open that county view if it is
- owned by the current player.
-
- Next View:
-
- o Will change the current county view to the next county owned by the current player.
-
- End Turn:
-
- o Will commit all turn decisions and progress the game by one turn.
-
- Notes:
-
- o This window will automatically show all important events for the county.
-
- o The oldest events will be removed to make room for new events.
-
- Report:
-
- o This window will automatically show the last spy mission debrief report for
- the county.
-
- o The spy report will be shown until replaced by a new report.
-
- Number:
-
- o This is not a selectable menu item.
-
- o This item shows the current number key held down that will be used to
- augment the and buttons when selected.
-
- o See key summary for details.
-
-
- ΓòÉΓòÉΓòÉ 3.3. Class Panels ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- panel Area
-
- Info Areas
-
- Action Buttons
-
- Parent Menu
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 3.3.1. Class Panel Area ΓòÉΓòÉΓòÉ
-
- o This pointer indicates where to click for further infomation.
-
- o This pointer indicates where clicking will cause an action.
-
- Panel Area Descriptions: (Top left - Top right)
-
- o Class name - Serf (green), Pleb (yellow), Warrior (Red), Scholar (gray).
-
- o Current class resource preparation building picture.
-
- o Description of unit training costs for each level.
-
- o Current class unit training building picture.
-
- o A picture of a weapon representing type of unit available from the class.
-
- o Current class defence structure picture.
-
- Panel Area Descriptions: (Bottom left - Bottom right)
-
- o Raw resource label.
-
- o Raw resources available. Note, if Pleb class, shows the ratio of available
- farm land in use.
-
- o Ready assignment button. Assigns one ready citizen to the class as a worker.
-
- o Number of workers of each skill level.
-
- o Teacher assignment buttons.
-
- o Fire assigned worker from job buttons.
-
- o Prepared resource label.
-
- o Prepared resources present in city stores.
-
- o Worker to training unit conversion button, assigns a worker to the unit
- training facility. Note, the resources for training are removed from stores.
-
- o Number of units in training of each skill level.
-
- o Training instructor assignment buttons.
-
- o Release unit in training from training facility button.
-
- o Stand up unit to garrison buttons, assigns a unit in training to garrison duty.
-
- o Number of units of each level in standing garrison.
-
- o Disband garrison unit from service button.
-
-
- ΓòÉΓòÉΓòÉ 3.3.2. County Class Panel Info Areas ΓòÉΓòÉΓòÉ
-
- o This pointer indicates where to click for further infomation.
-
- Current class resource preparation building picture.
-
- This panel describes the current raw resource preperation building/facility present.
-
- Each level building enables the teaching and employment of workers up to the
- level of the building/facility.
-
- o Name - The descriptive name for the building/facility.
-
- o Class - The Class that the building/facility belongs to.
-
- o Type - This building/facility type is for resource production.
-
- o Level - Maximum efficiency level of the building/facility.
-
- Current class unit training building picture.
-
- This panel describes the current unit training building/facility present.
-
- Each level of building/facility enables the instruction and employment of
- training soldiers up to the level of the building/facility.
-
- o Name - The descriptive name for the building/facility.
-
- o Class - The Class that the building/facility belongs to.
-
- o Type - This building/facility type is for training future soldiers.
-
- o Level - Maximum efficiency level of the building/facility.
-
- Current class defence structure picture.
-
- This panel describes the current defence building/structure present.
-
- Each level building provided better defense for the city garrison.
-
- o Name - The descriptive name for the building/facility.
-
- o Class - The Class that the building/facility belongs to.
-
- o Type - This building/facility type is for resource production.
-
- o Level - Maximum efficiency level of the building/facility.
-
- o Serf - The defense increase for the milita as a percentage.
-
- o Pleb - The defense increase for the pickman as a percentage.
-
- o Warrior - The defense increase for the swordman as a percentage.
-
- o Scholar - The defense increase for the Engineer as a percentage.
-
- Raw resource lable (Pleb):
-
- This panel shows how much of the available farm land is in use by the Serf
- class farmers.
-
- o Each farmer used one farm plot.
-
- o Each county has a fixed number of available plots.
-
- Raw resource lable:
-
- This panel shows how many raw resources are available for the production of
- processed resources.
-
- Prepared resource lable (Pleb):
-
- This panel shows the summary of food availability and usage.
-
- o The amount of food currently in storage.
-
- o The amount of food that may be produced this turn if nothing changes during
- end turn calculations.
-
- o The amount of food that may be eaten this turn if nothing changes during
- end turn calculations.
-
- o The amount of food that sould be still available for use this turn, if none
- of the above numbers change.
-
- o The amount of food that will be eaten by the angry and lazy if available.
-
- o The amount of food that should be in storage for next turn if none of the
- above numbers change.
-
- Prepared resource lable:
-
- This panel shows the summary of food availability and useage.
-
- o The amount of prepared resources currently in storage.
-
- o The amount of prepared resources that may be produced this turn if nothing
- changes during end turn calculations.
-
- o The amount of prepared resources that should be in storage for next turn if
- none of the above numbers change.
-
-
- ΓòÉΓòÉΓòÉ 3.3.3. County Class Action Buttons ΓòÉΓòÉΓòÉ
-
-
- This pointer indicates where clicking will cause an action.
-
- Ready assignment button.
-
- o This button will take on person from the ready population and employs that
- person as a level 1 worker of the class.
-
- Teacher assignment buttons.
-
- o Beside each available worker level of the class will be a teacher
- assignment button.
-
- o For each worker level to be available the production building/facility of
- the class and level or higher must be present.
-
- o Only one teacher of each class can be employed at one time.
-
- o The higher the level of the assigned teacher of the class, the faster the
- worker/s of the class will be trained to the next level.
-
- Fire assigned worker from job buttons.
-
- o Beside each available worker level of the class will be a teacher
- assignment button.
-
- o For each worker level of the class to be available the production
- building/facility of the class of the level or higher must be present.
-
- o This button will fire the least trained worker of the level and class.
-
- o When a worker is fired he/she will be angry and refuse to work.
-
- o The amout of time the worker will stay angry will depend on the his/her job.
-
- Worker to military member in training conversion button.
-
- o This button will take the lowest trained worker of the class and employ
- that persons as a level 1 trainee of the class.
-
- Training instructor assignment buttons.
-
- o Beside each available trainee level of the class will be a teacher
- assignment button.
-
- o For each trainee level of the class to be available the production
- building/facility of the class and level or higher must be present.
-
- o Only one instructor of each class can be employed at one time.
-
- o The higher the assigned instructor level of the class, the faster the
- trainee/s of the class will be trained to the next level.
-
- Release a military member in training from training facility button.
-
- o Beside each available trainee level of the class will be a release trainee button.
-
- o For each trainee level of the class to be available the production
- building/facility of the class of the level or higher must be present.
-
- o The amount of time the military member in training will stay angry, will
- depend on the his/her experience.
-
- Stand up trainee to garrison member buttons.
-
- o Beside each available trainee level of the class will be a stand up trainee
- to garrison button.
-
- o For each trainiee level of the class to be available the production
- building/facility of the class of the level or higher must be present.
-
- o This button will take the least trained trainee of the selected level and
- employ that person as garrison member of the class of that level.
-
- Disband garrison member from service button.
-
- o Beside each present garrison member of a given level will be a disband
- garrison member button.
-
- o The amount of time the garrison member will stay angry will depend on the
- his/her position.
-
-
- ΓòÉΓòÉΓòÉ 3.4. Action Buttons ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Build panels
-
- Trans panels
-
- Move panels
-
- Patrol panel
-
- Spy panels
-
- Parent Menu
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 3.4.1. County Build Button ΓòÉΓòÉΓòÉ
-
- This panel appears when the Build button is pressed.
-
- o If a building project is not underway all fields will be N/A or 0.
-
- o Engineers and building laborers do not become angry when dismissed.
-
- Engineer:
-
- o The level of the Engineer supervising construction.
- Workers:
-
- o The number of workers available for building labor assignment.
- Required:
-
- o The number of manturns required to finish the building project.
-
- o Assign:
-
- o The number of persons assigned to building labor this turn. This value may
- be changed at any time there is an active building project.
- Turns:
-
- o The number of turns required to finish the building project if the number
- of workers do not change.
- Name:
-
- o The name of the building/facility/structure under construction.
- Class:
-
- o The class of the building/facility/structure under construction.
- Type:
-
- o The type of the building/facility/structure under construction.
- Level:
-
- o The level of the building/facility/structure under construction.
- Close:
-
- o This button closes this panel.
- Abort/Begin:
-
- o Abort will be shown if there is a building project under construction.
- Selecting this button will return all labor to the city garrison and ready residents.
-
- o Begin will be shown if there is not a building project under construction.
- Selecting this button will show the following panel if there is at least
- one Engineer in garrison.
-
-
- Engineer:
-
- o This is where you select the level of the Engineer to supervise the
- building project.
-
- o Level selections for which an Engineer is available will be enabled, all
- others will be grayed out.
-
- o Higher level engineers lower the building costs.
- Class:
-
- o This is where you select which class the building project will be.
- Type:
-
- o This is where you select the type the building project will be.
- Current:
-
- o Shows the name and level of the current building present of the selected
- class and type.
- Upgrade:
-
- o Shows the name and level of the building that can be built to upgrade one
- level the building of the selected class and type.
-
- o If the maximum level is currently built this area will be N/A.
- Have:
-
- o This area shows the number of all resources currently in stores.
- Require:
-
- o This area shows the number of each resource required to build the selected
- building upgrade.
-
- o Each number will be black if sufficient resources are available.
-
- o Each number will be Red if sufficient resources are not available.
-
- o If there is not a building/facility/structure to upgrade the selected class
- and type to the selected building these fields are N/A.
- Workers:
-
- o This area shows how many workers are available for building labor.
- Labor Forecast:
-
- o If there is not a building/facility/structure to upgrade the selected class
- and type to the selected building these fields are N/A or 0.
-
- o This area shows how may manturns are required to finish the building project.
-
- o Allows you to assign laborers to the building project.
-
- o Forecast the number of turns required to finish the building project if the
- number of laborers do not change.
- Cancel:
-
- o Closes this panel without assigning a new building project.
- Build:
-
- o This button will be enabled on if the selected class and building type can
- be upgraded, and all of the resources required are in storage.
-
- o All required resources are removed from storage, these resources are gone.
- They are not returned to storage if the building project is abandoned.
-
- o The selected Engineer is removed from garrison, this persons does not
- become angry when the building project ends or aborted.
-
- o Building laborers are assigned to the building project,if any. These
- persons do not become angry when dismissed or when completed or aborted.
-
- o You are returned to the previous panel.
-
-
- ΓòÉΓòÉΓòÉ 3.4.2. County Trans Button ΓòÉΓòÉΓòÉ
-
- This panel appears when the Trans button is pressed.
-
- o If a transfer is not active, the information for that transfer will be "none".
-
- o Each transfer (Transfer 1/Transfer 2/Transfer 3) is independant.
-
- Destination:
-
- o The first word is the name of the destination county of an active transfer
- or "None".
- Resource:
-
- o The second word is the resource that is being transfered in an active
- transfer or "None".
- Amount:
-
- o The number is the number of units that will be transfered in an active
- transfer or "None".
- Abort/Assign:
-
- o Abort will show if the transfer assignment has been made. The citizen
- assigned to transfer the resources will not be angry when dismissed.
- Resources being tranfered will be returned to stores. The 5 wood used for
- creating will not be returned to storage.
-
- o Assign: will be shown if the transfer assignment has not been made. The
- following panel will be shown if there is a ready citizen available to
- tranfer the resources and 5 wood for crating.
-
-
- Destination:
-
- o This is the transfer destination. You may transfer resources to any
- adjacent county.
- Type:
-
- o This is where you select the resource type to be transfered.
- Quantity:
-
- o This is where you select the amount of the resource to transfer, up to a
- maximum of 100.
- Max:
-
- o Selecting this button will set the quantity to the maximum available or 100
- which ever is less.
- Cancel;
-
- o Selecting this button will close this panel and return you to the previous panel.
-
- o The citizen to transfer is not assigned.
-
- o The 5 wood are not consumed for crating.
- Commit:
-
- o This button will commit the resources to be transfered.
-
- o The citizen to transfer the resources is assigned. This person will join
- the desination county as a person ready to work.
-
- o The 5 wood is consumed for crating.
-
-
- ΓòÉΓòÉΓòÉ 3.4.3. County Move Button ΓòÉΓòÉΓòÉ
-
- This panel appears when the Move button is pressed.
-
- o If a Move is not active, the information for that transfer will be "none"
- or blank.
-
- o Each move (Move 1/Move 2/Move 3) is independant.
-
- Details:
-
- o This shows the class, name, quantity and level of all units involved in the move.
- Destination:
-
- o This is the name of the destination county of an active move or "None"
- Abort/Assign:
-
- o Abort is shown if the move is assigned. All units wil be returned to
- garrison. All food packed for the trip will be returned to stores.
-
- o Assign will be shown if the move is not assigned. The following panel will
- be shown.
-
-
- Destination:
-
- o This is where you select the destination of the move.
-
- o All adjacent counties are available for selection.
- Food:
-
- o This is the summary of the food available and required by the moving units.
-
- o Each unit class will eat at a set rate.
- Serf Class / Milita:
-
- o The second column of numbers show the number of milita of each level in
- garrison available to be moved to the destination county.
-
- o The third column of spin boxes allows you to select the number of milita of
- each level to be moved to the destination county. The required food must
- be available to increase this number.
- Pleb Class / Pikeman:
-
- o The second column of numbers show the number of pikeman of each level in
- garrison available to be moved to the destination county.
-
- o The third column of spin boxes allows you to select the number of pikeman
- of each level to be moved to the destination county. The required food
- must be available to increase this number.
- Warrior Class / Swordman:
-
- o The second column of numbers show the number of swordsman of each level in
- garrison available to be moved to the destination county.
-
- o The third column of spin boxes allows you to select the number of swordsman
- of each level to be moved to the destination county. The required food
- must be available to increase this number.
- Scholar Class / Engineer:
-
- o The second column of numbers show the number of Engineer of each level in
- garrison available to be moved to the destination county.
-
- o The third column of spin boxes allows you to select the number of Engineer
- of each level to be moved to the destination county. The required food
- must be available to increase this number.
- Commit:
-
- o The selected units are assigned to the move.
-
- o The food required for the trip is removed from stores.
-
- o The preceeding panel is displayed.
- Cancel:
-
- o The selected units are not assigned.
-
- o The food is not removed from stores.
-
- o The preceeding panel is shown.
-
-
- ΓòÉΓòÉΓòÉ 3.4.4. County Patrol Button ΓòÉΓòÉΓòÉ
-
- This panel appears when the Patrol button is pressed.
-
- o Units put on patrol require less food from the city stores, but do not gain
- the defence benefits from the defence building/structures.
-
- Serf Class / Milita:
-
- o The second column of numbers show the number of milita of each level in
- garrison available to be put on patrol.
-
- o The third column of spin boxes allows you to select the number of milita of
- each level to be put on patrol.
- Pleb Class / Pikeman:
-
- o The second column of numbers show the number of pikeman of each level in
- garrison available to be put on patrol.
-
- o The third column of spin boxes allows you to select the number of pikeman
- of each level to be put on patrol.
- Warrior Class / Swordman:
-
- o The second column of numbers show the number of swordsman of each level in
- garrison available to be put on patrol.
-
- o The third column of spin boxes allows you to select the number of swordsman
- of each level to be put on patrol.
- Scholar Class / Engineer:
-
- o The second column of numbers show the number of Engineer of each level in
- garrison available to be put on patrol.
-
- o The third column of spin boxes allows you to select the number of Engineer
- of each level to be put on patrol.
- Cancel:
-
- o The selected units are not assigned.
- Return all to garrison:
-
- o All units currently assigned to patrol returned to garrison.
- Commit:
-
- o The selected units are assigned to patrol.
-
-
- ΓòÉΓòÉΓòÉ 3.4.5. County Spy Button ΓòÉΓòÉΓòÉ
-
- This panel appears when the Spy button is pressed.
-
- o If a spy mission is not assigned all information is "N/A".
-
- Level:
-
- o Shows the skill level of the Engineer on the spy mission if a spy mission
- is active or "N/A".
- Turn:
-
- o Shows the current game turn if a spy mission is active or "N/A".
- Dest:
-
- o Shows the name of the destination county, in the owners colour if a spy
- mission is active or "N/A".
- ETA:
-
- o Shows the turn on which the spy's report is due back if the mission is
- successful and without delays. If there is not an active spy mission this
- area equals "N/A"
- Mission:
-
- o Shows the name of the active mission or "N/A"
- Description:
-
- o Shows the description of the active mission or "N/A".
- Close:
-
- o Closes this panel.
- Abandon Spy/Assign spy to mission:
-
- o Abandon Spy is shown if a spy mission is active. The spy is denied and the
- Engineer is gone.
-
- o Assign spy to mission is shown if a spy mission is not active. The
- following panel is displayed, if an Engineer is available to take the mission.
-
-
- Level:
-
- o This is where you may select the level of Engineer to accept the mission.
- Only the levels of available engineers in garrison are available.
- Turn:
-
- o Shows the current game turn.
- Dest:
-
- o This is where you may select the target county of the spy mission.
-
- o All counties are available.
-
- o The distance to the destination county will effect the spy's ETA.
- ETA:
-
- o Shows the turn on which the spy's report is due back if the mission is
- successful and without delays.
- Mission:
-
- o This is where you may select what kind of spy mission you may send the
- Engineer on.
- Description:
-
- o Shows the description of the selected mission.
- Close:
-
- o Closes this panel.
- Commit spy to mission:
-
- o The Engineer is assigned to the mission and removed from garrison.
-
- o The spy will not be returned to the population whether the mission is a
- success or failure.
-
-
- ΓòÉΓòÉΓòÉ 4. Tutorial ΓòÉΓòÉΓòÉ
-
- In this tutorial all aspects will not be covered.
-
- This tutorial is just to get you feet wet.
-
-
- Start the program:
-
- o Double click on WSBeta.exe.
-
- o A introduction screen with a animation and the licence agreement will open.
-
- o If you accept all terms and the licence agreement allows you to continue,
- click on the "Continue" button.
-
- o Now the main map screen will be displayed.
-
- o The full version will automatically load the "Default Map".
-
- o The demo version will automatically load the "Demo Map".
-
- o The default map has 17 counties.
-
- o The demo map has 5 counties.
-
- Loading the demo Map:
-
- o If the loaded map is not the demo map:
-
- o Select the "File" sub menu.
-
- o Select the "Load Map" menu item.
-
- o Now a file dialog will be displayed.
-
- o Find and select the file called WSMapDem.DLL.
-
- o Click the "Load this Map DLL" button.
-
- Starting a new game:
-
- o Select the "File" sub menu.
-
- o Select the "New" menu item.
-
- o The "Begin New Game" dialog is displayed.
-
- o Insure that the "# Players" is set to "1".
-
- o Insure that the "Difficulty" is set to "Standard".
-
- o Only the first players name coloured.
-
- o Player one's colour is always green.
-
- o By default the first player`s name is set to "Player 1".
-
- o You may replace the "Player 1" with any 15 character name of your choosing.
-
- o Click the "Begin New Game" button.
-
-
- Beginning of the game:
-
- o Now you should see a 5 county map with one green county.
-
- o You start the game owning the county of Andring.
-
- o The first letter of the county is displayed on the map.
-
- Showing game information:
-
- o Select "History" menu item.
-
- o A dialog will be shown containing a report of significant game events.
-
- o At this time it should read:
-
- - The game name and version. (*** WarSim vx.xx ***)
-
- - The New Game event label. (** New Game.)
-
- - Number of players in the game. (* 1 human player/s;)
-
- - A list of the players names. (* Your player name.)
-
- - The selected game difficulty level. (* Level - Standard.)
-
- - The game map name. (* Map - Demo Map.)
-
- - The begin game event label. (** Begin Game.)
-
- Inspecting counties:
-
- o You can now click button 2 on all parts of the map.
-
- o When you click button 2 on a county you are shown a pop-up menu that will
- show some basic information about the county.
-
- o Click button 2 on the green county area.
-
- o The pop-up will show:
-
- - The current turn, which at this time will be 0.
-
- - The current players name which will be you player name.
-
- - The Emblem of the county Andering and the name Andering.
-
- - The total population in the Andring which will be 30.
-
- - The total worth of the county which will be 30.
-
- - The total raw resources available which will be 96050.
-
- Opening the county view:
-
- o There are several was to open the county view.
-
- o One method is done by the following:
-
- o Click on the green county area.
-
- o This will open the Andring county view which you control.
-
- The population:
-
- o You start this game with 30 peasants which are ready to work.
-
- o These people are shown by the 30 under the label "Ready", on the upper left side.
-
- Feeding your people:
-
- o You must feed all the people you employ.
-
- o The only people in the county that you do not employ are:
-
- - People new to the county.
-
- - The angry whom are angry because you fired them, or quit because you
- didn't feed them.
-
- - The idle that are begging or stealing food from you.
-
- - Ready population waiting to be hired by you.
-
- o Each job entitles the employee a different amount of food.
-
- o The only way to make food is to employ farmers.
-
- o The Serf class (green) workers are farmers.
-
- o Each farmer will require his/her own farming plot.
-
- o In this county there are 50 available plots.
-
- o Of the 30 Ready population, lets employ 17 of them as farmers.
-
- o Click the left most arrow button on the green panel 17 times.
-
- Note: You could also hold the <8> key and click the button twice to hire
- 16 farmers. Then let go of the <8> key and click the button once more to
- hire the 17th farmer.
-
- o These 17 farmers will produce 51 food and use 17 of the 50 available plots.
-
- o These 17 farmers will also keep one food for themselves.
-
- Food Status:
-
- o Click on the word "Food".
-
- o A window will show you valuable information about your food situation.
-
- o This panel now tells you that you have 34 food available for use.
-
- o Click the Close button to go back to the county view.
-
- Refine the resources:
-
- o Other than food you will need to produce 3 other resources:
-
- - The Pleb class (yellow) produce usable "Boards" from unusable "Wood".
-
- - The Warrior class (red) produce usable "Metal" from unusable "Ore".
-
- - The Scholar class (Gray) produce usable "Blocks" from unusable "Stone".
-
- o These resources are required for military training and upgrading of buildings.
-
- o We will now hire 4 Pleb class (yellow) workers.
-
- o Click the left most arrow button on the yellow panel 4 times.
-
- o These 4 workers will produce 8 "Boards", and eat 8 food.
-
- o We will now hire 5 Warrior class (red) workers.
-
- o Click the left most arrow button on the red panel 5 times.
-
- o These 5 workers will produce 5 "Metal", and eat 15 food.
-
- o We will now hire 4 Scholar class (gray) workers.
-
- o Click the left most arrow button on the gray panel 4 times.
-
- o These 4 workers will produce 8 "Blocks", and eat 8 food.
-
- Turn 0 Summary:
-
- o 17 Serf class workers will produce 51 food and eat 17 food.
-
- o 4 Pleb class workers will produce 8 boards and eat 8 food.
-
- o 5 Warrior class workers will produce 5 metal and eat 15 food.
-
- o 4 Scholar class workers will produce 8 blocks and eat 8 food.
-
- o 3 Food, 8 boards, 5 metal, 8 blocks will be stored for next turn.
-
- End turn:
-
- o Click "End Turn" menu item.
-
- o All turn calculations for all players will be made and committed.
-
- o The county view is closed and the map view is shown.
-
-
- Turn 1:
-
- o Reopen your county.
-
- o This time click button 2 on the green county area.
-
- o The popup menu discussed in the section "Inspecting your neighbors" is shown.
-
- o This time the pop-up will show:
-
- - The current turn, which at this time will be 1.
-
- - The current players name which will be you player name.
-
- - The Emblem of the county Andering and the name Andering.
-
- - The total population in the Andring which will be 31.
-
- - One person has joined your county.
-
- - The total worth of the county which will be 30.
-
- - The total raw resources available which will be 96029.
-
- - 21 of your raw resources have been processed.
-
- o Click in the either of the center two sections.
-
- o This will open the county view.
-
- What happened:
-
- o You should have a 1 under the word "Idle".
-
- o Click on the word "Idle":
-
- - This panel shows that the one idle person is new to the county.
-
- - This person has one turn to settle in to the county before employment.
-
- - Click the "Close" button to return to the county view.
-
- Last turn summary:
-
- o Select "Notes" menu item:
-
- - This dialog will report what happened during the end turn calculations.
-
- - Click the "Close" button to return to the county view.
-
- Defending the county:
-
- o Worker become military members.
-
- - The Serf workers may become milita.
-
- - The pleb workers may become pikemen.
-
- - The warrior workers may become swordsmen.
-
- - The Scholar workers may become engineers.
-
- o Due to the efforts of military training people in training in general
- require more food.
-
- o During training the trainee will require resources to hone his/her skill.
-
- o On the green panel you will see that it costs 2 boards, 1 metal and 1 block
- to recruit each milita.
-
- o Click the yellow button on the far right side.
-
- o This button will expand the Pleb class area to full size and reduce all
- other class panels to half size.
-
- o On the yellow panel you will see that it costs 4 boards, 2 metal and 1
- block to recruit each pikeman.
-
- o Seem we have a food surplus of 3 food and sufficient resources, we will now
- recruit one pikeman into training.
-
- o Click the arrow button in the center of the yellow panel once.
-
- o One pleb worker has now become a pikemen trainee, and the required
- resources are deducted from storage.
-
- o Trainees do not defend the county, we will now stand-up the trainee to the garrison.
-
- o Click the right most arrow button on the yellow panel once.
-
- o The trainee has now become a pikemen garrison unit.
-
- o Garrison units in general require less food than trainees, because they
- no-longer train.
-
- o The garrison man the city defence structures and keep the enemy's military
- out of the city.
-
- Place garrison units on patrol:
-
- o Military units keep the enemy's military out of the entire county.
-
- o When a garrison unit is placed on patrol:
-
- o The military unit's defence abilities are no longer aided by the cities
- defensive structures.
-
- o The military unit requires less food from the city stores, and relives the
- local population of their "extra" food.
-
- o Click on the "Patrol" button on the left side.
-
- o The first number represent the number of each military unit in garrison.
-
- o The numbers in the spin boxes represent the number of each military unit on Patrol.
-
- o Use the spin box to place the one pikeman on patrol.
-
- o Click the "Commit" button to make the changes.
-
- o The county view is now shown, and the Pikeman is removed from garrison and
- placed on patrol.
-
- End turn:
-
- o This is all for this turn, continue to the next turn.
-
-
- Turn 2:
-
- o Reopen your county.
-
- o This time select sub menu "County".
-
- o Select menu item "Andering".
-
- o This will open the county view.
-
- What happened:
-
- o You should have a 1 under the word "Ready".
-
- o The 1 new person form last turn is now ready to work.
-
- o You should have a 1 under the word "Idle".
-
- o 1 new person has joined this county this turn.
-
- Improving the city.
-
- o All buildings may be improved from level 1 to level 4.
-
- o This game started with all buildings at level 1.
-
- o Each additional resource preparation building/facility enables the teaching
- of workers to a higher skill level.
-
- o Each additional training building/facility enables the instruction of
- military trainees to a higher skill level.
-
- o Each additional defensive building/structure improves the city garrison's defence's.
-
- o To improve a building/facility/structure you need three things:
-
- o An Engineer to design and supervise the building project.
-
- o The required resources in storage.
-
- o Labors to perform the labor.
-
- o This turn we will employ an Engineer.
-
- o To recruit a Scholar worker to a Engineer trainee requires 2 boards, 2
- metal and 5 blocks.
-
- o Click the arrow button in the center of the gray panel once.
-
- o Now stand-up the trainee to garrison.
-
- o Click the right most arrow button on the gray panel once.
-
- o We now have one Engineer.
-
- o Click on the "Build" button.
-
- o The "Current building project" panel is shown.
-
- o All fields are N/A, there is not a building project under construction.
-
- o The first building we want to improve is the food production building.
-
- o Click the "Begin" button.
-
- o The "Assign building structure" panel is shown.
-
- o We have only one Engineer of a skill level 1, therefore the "Level 1"
- selection in the "Engineer" section is atomically made for you.
-
- o We want to improve the Serf class worker building.
-
- o Insure that the "Serf" selection is selected in the " Class" section.
-
- o We want to production building/facility of the Serf class.
-
- o Insure that the "Production" selection is selected in the "Type" section.
-
- o To improve the garden to a farm we need 45 boards, 15 metal and 60 blocks.
-
- o we don't have enough at this time.
-
- o Click the "Cancel" button.
-
- o Click the "Close" button.
-
- o We need more blocks, so hire the one ready person as a Scholar worker.
-
- End turn:
-
- o This is all for this turn.
-
- o It is going to take 7 turns to make the required resources.
-
- o Select the "End Turn" menu item.
-
- o On the map view select the "End Turn" menu item 6 more times.
-
-
- Turn 9:
-
- Reopen your county.
-
- Status:
-
- o We should now have 21 food, 50 boards, 41 metal and 66 blocks in storage
- and 7 people ready to work.
-
- o Click the "Build" button.
-
- o Click the "Begin" button.
-
- o this time we have enough to improve the garden to a farm.
-
- o Use the spin box at the lower right to assign all 7 ready workers to the project.
-
- o Each building laborer will require 1 food.
-
- o Below the spin box this panel estimates that the time to completion will be
- 13 turns.
-
- o Click the "Begin" button.
-
- o The new building project is now shown on the "Current building project" panel.
-
- o Click the "Close" button.
-
- o The county view now shows you that 7 people are employed as building labor
- by the number under the word "Build".
-
- End turn:
-
- o This is all for this turn, continue to the next turn.
-
-
- Turn 10:
-
- o Reopen your county.
-
- Adjust workers building laborers:
-
- o Click the "Build" button.
-
- o The estimate turns to completion is updated to 12.
-
- o Use the spin box to assign 8 people to the building project.
-
- o Notice that the estimated time to completion is now 11, due to the increase
- in laborers.
-
- o Click the "Close" button.
-
- End turn:
-
- o This is all for this turn, continue to the next turn.
-
-
- Turn 11:
-
- o Reopen your county.
-
- Adjust workers building laborers:
-
- o Assign the new ready worker to the building project.
-
- o This is all for this turn, continue to the next turn.
-
-
- Turn 12:
-
- o Reopen your county.
-
- Food shortage:
-
- o This turn there will be a food shortage unless we hire more farmers.
-
- o Reduce the number of builders by one to 8.
-
- o Building laborers do not become angry when laid off.
-
- o Hire the two ready people as Serf workers.
-
- o This is all for this turn, continue to the next turn.
-
-
- Turn 13:
-
- o Reopen your county.
-
- Food shortage:
-
- o This turn there will be a food shortage unless we hire more farmers.
-
- o Hire the ready person as Serf worker.
-
- o This is all for this turn, continue to the next turn.
-
-
- Turn 14:
-
- o Reopen your county.
-
- Increase building labor:
-
- o Assign the ready person to the building project.
-
- o This is all for this turn, continue to the next turn.
-
-
- Turn 15:
-
- o Reopen your county.
-
- Food shortage:
-
- o This turn there will be a food shortage unless we hire more farmers.
-
- o Hire the ready person as Serf worker.
-
- o This is all for this turn, continue to the next turn.
-
-
- Turn 16:
-
- o Reopen your county.
-
- Increase building labor:
-
- o Assign the ready person to the building project.
-
- o This is all for this turn, continue to the next turn.
-
-
- Turn 17:
-
- o Reopen your county.
-
- Increase building labor:
-
- o Assign the ready person to the building project.
-
- o This is all for this turn, continue to the next turn.
-
-
- Turn 18:
-
- o Reopen your county.
-
- Food shortage:
-
- o This turn there will be a food shortage unless we hire more farmers.
-
- o Hire the ready person as Serf worker.
-
- o This is all for this turn, continue to the next turn.
-
-
- Turn 19:
-
- o Reopen your county.
-
- The improved city:
-
- o The new Serf class production building is now at level 2.
-
- o Click the green button on the far right.
-
- o Visual the improvement is shown by the change in the left picture in the
- green panel, and the presents of the second Serf worker line set.
-
- o Now Serf workers of skill level 2 can be obtained.
-
- o Greater the workers skill level greater the workers efficiency.
-
- Teaching workers:
-
- o A teacher is required to increases the skill level of a worker.
-
- o Teachers are assigned by clicking the quill button beside each worker number.
-
- o There can be one teacher per production building.
-
- o Greater the teachers skill level faster the teacher will increase his/her
- students skill level.
-
- o Click the quit button beside the 22 Serf workers.
-
- o The quill button should now be blue.
-
- o One of the level 1 Serf workers are now a teacher.
-
- o Note, the teacher does not produce anything.
-
- The end:
-
- o Eventually the other 21 students/workers will gain a level to skill level 2.
-
- This tutorial is only meant to demonstrate some of the basic controls in this
- game. More helpful information may be found elsewhere in this manual.
-
-
- ΓòÉΓòÉΓòÉ 5. Keys summary ΓòÉΓòÉΓòÉ
-
- The and button actions may be augmented by a Pressing and holding any single
- <0 - 9> number key.
-
- If the selected or button may be clicked the number of times corrosponing to
- the number key being held down.
-
- o The function of the selected or button is performed the number of times
- corosponding to the number key being held down.
-
- If the selected or button may not be clicked the number of times corrosponing
- to the number key being held down.
-
- o An explination of why the operation can not be performed will be
- displayed, and the function of the selected or button is not performed.
-
- o When a number key is not held down the operation is performed once.
-
- o The number key that will be used on the next or button selection is
- displayed on the county view menu bar.
-
-
- ΓòÉΓòÉΓòÉ 6. Building information ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Serf class buildings
-
- o Production
-
- o Training
-
- o Defence
-
- Pleb class buildings
-
- o Production
-
- o Training
-
- o Defence
-
- Warrior class buildings
-
- o Production
-
- o Training
-
- o Defence
-
- Scolar Class buildings
-
- o Production
-
- o Training
-
- o Defence
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 6.1. Surf class buildings ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Production
-
- Training
-
- Defence
-
- Parrent Menu
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 6.1.1. Surf class production buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
-
- Garden
-
- Level 1
-
- Allows teaching of level 1 farmers.
-
- No Cost.
-
- o Automatically supplied
-
-
- Farm
-
- Level 2
-
- Allows teaching of level 2 farmers.
-
- Cost:
-
- o 60 - manturns.
-
- o 30 - wood
-
- o 10 - metal
-
- o 40 - stone
-
-
- Ranch
-
- Level 3
-
- Allows teaching of level 3 farmers.
-
- Cost:
-
- o 180 - manturns.
-
- o 50 - wood
-
- o 30 - metal
-
- o 80 - stone
-
- Plantation
-
- Level 4
-
- Allows teaching of level 4 farmers.
-
- Cost:
-
- o 240 - manturns.
-
- o 30 - wood
-
- o 50 - metal
-
- o 160 - stone
-
-
- ΓòÉΓòÉΓòÉ 6.1.2. Surf class training buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
- Site
-
- Level 1
-
- Allows instruction of level 1 milita.
-
- No Cost.
-
- o Automatically supplied
-
- Clearing
-
- Level 2
-
- Allows instruction of level 2 milita.
-
- Cost:
-
- o 25 - manturns.
-
- o 10 - wood
-
- o 0 - metal
-
- o 10 - stone
-
- Grounds
-
- Level 3
-
- Allows instruction of level 3 milita.
-
- Cost:
-
- o 50 - manturns.
-
- o 15 - wood
-
- o 5 - metal
-
- o 20 - stone
-
- Field
-
- Level 4
-
- Allows instruction of level 4 milita.
-
- Cost:
-
- o 80 - manturns.
-
- o 20 - wood
-
- o 10 - metal
-
- o 40 - stone
-
-
- ΓòÉΓòÉΓòÉ 6.1.3. Surf class defence buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
- Registrar
-
- Level 1
-
- No Cost.
-
- o Automatically supplied
-
- Effect:
-
- o 10% - Milita
-
- o 0% - Pikeman
-
- o 0% - swordsman
-
- o 0% - Engineer
-
- Barrier
-
- Level 2
-
- Cost:
-
- o 80 - manturns
-
- o 50 - wood
-
- o 10 - metal
-
- o 120 - stone
-
- Effect:
-
- o 25% - Milita
-
- o 10% - Pikeman
-
- o 0% - swordsman
-
- o 0% - Engineer
-
- Fence
-
- Level 3
-
- Cost:
-
- o 120 - manturns
-
- o 120 - wood
-
- o 15 - metal
-
- o 80 - stone
-
- Effect:
-
- o 50% - Milita
-
- o 40% - Pikeman
-
- o 10% - swordsman
-
- o 25% - Engineer
-
- Break Wall
-
- Level 4
-
- Cost:
-
- o 240 - manturns
-
- o 30 - wood
-
- o 15 - metal
-
- o 240 - stone
-
- Effect:
-
- o 80% - Milita
-
- o 60% - Pikeman
-
- o 15% - swordsman
-
- o 40% - Engineer
-
-
- ΓòÉΓòÉΓòÉ 6.2. Pleb class buildings ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Production
-
- Training
-
- Defence
-
- Parrent Menu
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 6.2.1. Pleb class production buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
- Trees
-
- Level 1
-
- Allows teaching of level 1 carpenters.
-
- No Cost.
-
- o Automatically supplied
-
- Forest
-
- Level 2
-
- Allows teaching of level 2 carpenters.
-
- Cost:
-
- o 80 - manturns.
-
- o 60 - wood
-
- o 5 - metal
-
- o 20 - stone
-
- Mill
-
- Level 3
-
- Allows teaching of level 3 carpenters.
-
- Cost:
-
- o 180 - manturns.
-
- o 80 - wood
-
- o 35 - metal
-
- o 100 - stone
-
- Woodwright
-
- Level 4
-
- Allows teaching of level 4 carpenters.
-
- Cost:
-
- o 320 - manturns.
-
- o 60 - wood
-
- o 50 - metal
-
- o 120 - stone
-
-
- ΓòÉΓòÉΓòÉ 6.2.2. Pleb class training buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
- Hut
-
- Level 1
-
- Allows instruction of level 1 pikemen.
-
- No Cost.
-
- o Automatically supplied
-
- Club House
-
- Level 2
-
- Allows instruction of level 2 pikemen.
-
- Cost:
-
- o 60 - manturns.
-
- o 30 - wood
-
- o 15 - metal
-
- o 20 - stone
-
- Hall
-
- Level 3
-
- Allows instruction of level 3 pikemen.
-
- Cost:
-
- o 240 - manturns.
-
- o 60 - wood
-
- o 30 - metal
-
- o 80 - stone
-
- Great Hall
-
- Level 4
-
- Allows instruction of level 4 pikemen.
-
- Cost:
-
- o 360 - manturns.
-
- o 100 - wood
-
- o 75 - metal
-
- o 240 - stone
-
-
- ΓòÉΓòÉΓòÉ 6.2.3. Pleb class defence buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
- Tavern
-
- Level 1
-
- No Cost.
-
- o Automatically supplied
-
- Effect:
-
- o 0% - Milita
-
- o 10% - Pikeman
-
- o 0% - swordsman
-
- o 0% - Engineer
-
- Baricade
-
- Level 2
-
- Cost:
-
- o 200 - manturns
-
- o 50 - wood
-
- o 10 - metal
-
- o 800 - stone
-
- Effect:
-
- o 10% - Milita
-
- o 25% - Pikeman
-
- o 0% - swordsman
-
- o 0% - Engineer
-
- Bastille
-
- Level 3
-
- Cost:
-
- o 400 - manturns
-
- o 200 - wood
-
- o 25 - metal
-
- o 1800 - stone
-
- Effect:
-
- o 20% - Milita
-
- o 60% - Pikeman
-
- o 35% - swordsman
-
- o 10% - Engineer
-
- Battlement
-
- Level 4
-
- Cost:
-
- o 800 - manturns
-
- o 400 - wood
-
- o 50 - metal
-
- o 1200 - stone
-
- Effect:
-
- o 35% - Milita
-
- o 90% - Pikeman
-
- o 60% - swordsman
-
- o 20% - Engineer
-
-
- ΓòÉΓòÉΓòÉ 6.3. Warrior class buildings ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Production
-
- Training
-
- Defence
-
- Parrent Menu
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 6.3.1. Warrior class production buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
- Valley
-
- Level 1
-
- Allows teaching of level 1 blacksmith.
-
- No Cost.
-
- o Automatically supplied
-
- mine
-
- Level 2
-
- Allows teaching of level 2 blacksmith.
-
- Cost:
-
- o 240 - manturns.
-
- o 20 - wood
-
- o 20 - metal
-
- o 20 - stone
-
- Forge
-
- Level 3
-
- Allows teaching of level 3 blacksmith.
-
- Cost:
-
- o 320 - manturns.
-
- o 40 - wood
-
- o 75 - metal
-
- o 120 - stone
-
- IronWorks
-
- Level 4
-
- Allows teaching of level 4 blacksmith.
-
- Cost:
-
- o 360 - manturns.
-
- o 50 - wood
-
- o 100 - metal
-
- o 240 - stone
-
-
- ΓòÉΓòÉΓòÉ 6.3.2. Warrior class training buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
- Post
-
- Level 1
-
- Allows instruction of level 1 swordmen.
-
- No Cost.
-
- o Automatically supplied
-
- Fort
-
- Level 2
-
- Allows instruction of level 2 swordmen.
-
- Cost:
-
- o 320 - manturns.
-
- o 120 - wood
-
- o 25 - metal
-
- o 240 - stone
-
- Court
-
- Level 3
-
- Allows instruction of level 3 swordmen.
-
- Cost:
-
- o 480 - manturns.
-
- o 150 - wood
-
- o 30 - metal
-
- o 480 - stone
-
- Arena
-
- Level 4
-
- Allows instruction of level 4 swordmen.
-
- Cost:
-
- o 600 - manturns.
-
- o 200 - wood
-
- o 100 - metal
-
- o 1200 - stone
-
-
- ΓòÉΓòÉΓòÉ 6.3.3. Warrior class defence buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
- Station
-
- Level 1
-
- No Cost.
-
- o Automatically supplied
-
- Effect:
-
- o 0% - Milita
-
- o 0% - Pikeman
-
- o 10% - swordsman
-
- o 0% - Engineer
-
- Keep
-
- Level 2
-
- Cost:
-
- o 1200 - manturns
-
- o 100 - wood
-
- o 50 - metal
-
- o 3200 - stone
-
- Effect:
-
- o 5% - Milita
-
- o 10% - Pikeman
-
- o 50% - swordsman
-
- o 15% - Engineer
-
- Citadel
-
- Level 3
-
- Cost:
-
- o 1600 - manturns
-
- o 150 - wood
-
- o 500 - metal
-
- o 2400 - stone
-
- Effect:
-
- o 15% - Milita
-
- o 20% - Pikeman
-
- o 80% - swordsman
-
- o 25% - Engineer
-
- Fortress
-
- Level 4
-
- Cost:
-
- o 1600 - manturns
-
- o 700 - wood
-
- o 1000 - metal
-
- o 4800 - stone
-
- Effect:
-
- o 25% - Milita
-
- o 25% - Pikeman
-
- o 140% - swordsman
-
- o 30% - Engineer
-
-
- ΓòÉΓòÉΓòÉ 6.4. Scollar class buildings ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Production
-
- Training
-
- Defence
-
- Parrent Menu
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 6.4.1. Scholar class production buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
- Pit
-
- Level 1
-
- Allows teaching of level 1 masons.
-
- No Cost.
-
- o Automatically supplied
-
- Quary
-
- Level 2
-
- Allows teaching of level 2 masons.
-
- Cost:
-
- o 120 - manturns.
-
- o 5 - wood
-
- o 25 - metal
-
- o 50 - stone
-
- Stone Shop
-
- Level 3
-
- Allows teaching of level 3 masons.
-
- Cost:
-
- o 180 - manturns.
-
- o 5 - wood
-
- o 40 - metal
-
- o 80 - stone
-
- Masonry
-
- Level 4
-
- Allows teaching of level 4 masons.
-
- Cost:
-
- o 300 - manturns.
-
- o 80 - wood
-
- o 60 - metal
-
- o 180 - stone
-
-
- ΓòÉΓòÉΓòÉ 6.4.2. Scholar class training buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
- School
-
- Level 1
-
- Allows instruction of level 1 Engineer.
-
- No Cost.
-
- o Automatically supplied
-
- College
-
- Level 2
-
- Allows instruction of level 2 Engineer.
-
- Cost:
-
- o 360 - manturns.
-
- o 120 - wood
-
- o 60 - metal
-
- o 400 - stone
-
- University
-
- Level 3
-
- Allows instruction of level 3 Engineer.
-
- Cost:
-
- o 240 - manturns.
-
- o 250 - wood
-
- o 150 - metal
-
- o 600 - stone
-
- Syndicate
-
- Level 4
-
- Allows instruction of level 4 Engineer.
-
- Cost:
-
- o 750 - manturns.
-
- o 450 - wood
-
- o 300 - metal
-
- o 1200 - stone
-
-
- ΓòÉΓòÉΓòÉ 6.4.3. Scholar class defence buildings ΓòÉΓòÉΓòÉ
-
- Each building requires the building of the previous level.
- Level of supervising Engineer will effect cost.
-
- Road
-
- Level 1
-
- No Cost.
-
- o Automatically supplied
-
- Effect:
-
- o 5% - Milita
-
- o 10% - Pikeman
-
- o 10% - swordsman
-
- o 15% - Engineer
-
- Walls
-
- Level 2
-
- Cost:
-
- o 2000 - manturns
-
- o 25 - wood
-
- o 10 - metal
-
- o 6000 - stone
-
- Effect:
-
- o 35% - Milita
-
- o 50% - Pikeman
-
- o 60% - swordsman
-
- o 60% - Engineer
-
- Turrets
-
- Level 3
-
- Cost:
-
- o 800 - manturns
-
- o 50 - wood
-
- o 150 - metal
-
- o 3200 - stone
-
- Effect:
-
- o 40% - Milita
-
- o 60% - Pikeman
-
- o 100% - swordsman
-
- o 80% - Engineer
-
- Tower
-
- Level 4
-
- Cost:
-
- o 1600 - manturns
-
- o 400 - wood
-
- o 200 - metal
-
- o 4800 - stone
-
- Effect:
-
- o 60% - Milita
-
- o 80% - Pikeman
-
- o 140% - swordsman
-
- o 100% - Engineer
-
-
- ΓòÉΓòÉΓòÉ 7. Residents information ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- County residents
-
- Serf class residents
-
- Pleb class residents
-
- Warrior class residents
-
- Scholar class residents
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 7.0.1. County residents ΓòÉΓòÉΓòÉ
-
- New people:
-
- People that join the county at the begining of each turn require one turn to
- settle into their new home.
-
- These people are summarized in the idle population info panel.
-
- Angry people:
-
- When people are fired, released, disbanded or forced to leave due to lack of
- food in the city from continual jobs in the city's class hierarchy they become angry:
-
- o Resource production.
-
- o Military training.
-
- o City garrison.
-
- o County patrol.
-
- People do not become angry when they are fired, canceled project, or forced to
- leave due to lack of food from finite projects:
-
- o Building projects as Engineer.
-
- o Building projects as laborer.
-
- o Resource transfers.
-
- o Unit movements.
-
- The length of time that people say angry depends on:
-
- o The class which they where an member of.
-
- o The job description of their position.
-
- o The skill level that they obtained.
-
- These people are summarized in the idle population info panel.
-
- Lazy people:
-
- The people that where caused to be angry but are not ready to work.
-
- Due to the fact they where fired at least once before, they are still cautious
- to work for you again.
-
- Instead of working, they prefer to demand food from the benevolent society.
-
- As you may have guessed, the easiest way to force these people back into the
- ready labor pool is to remove the availabilty of their charitable necessities.
-
- These people are summarized in the idle population info panel.
-
- Ready people:
-
- These people are ready to be assigned to work.
-
- These people are summarized in the ready population info panel.
-
- Building Labor:
-
- These people are the county residents working for the buiding Engineer as
- building laborers.
-
- These people are summarized in the building population info panel.
-
- There people are assigned on the build panels, accessible from the action buttons.
-
-
- ΓòÉΓòÉΓòÉ 7.0.2. Surf class residents ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Workers
-
- Military units
-
- Parrent Menu
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 7.0.2.1. Surf class workers ΓòÉΓòÉΓòÉ
-
- Farmers:
-
- Eat food at the rate of:
-
- o 1 food/person.
-
- Produce food at the rate of:
-
- o Level 1 - 3 food/turn.
-
- o Level 2 - 6 food/turn.
-
- o Level 3 - 12 food/turn.
-
- o Level 4 - 24 food/turn.
-
- Teach others to next skill level at the rate of:
-
- o Level 1 - 1/4 level/turn.
-
- o Level 2 - 1/2 level/turn.
-
- o Level 3 - 3/4 level/turn.
-
- o Level 4 - 1 level/turn.
-
-
- ΓòÉΓòÉΓòÉ 7.0.2.2. Surf class military units ΓòÉΓòÉΓòÉ
-
- Milita:
-
- Military units gain skill levels in training only.
- Once stood up into the garrison training is over.
- Military units in training do not defend the city.
-
- Eat food at the rate of:
-
- o In training - 2 food/person.
-
- o In garrison - 2 food/person.
-
- o On patrol - 1 food/person.
-
- o During move - 1 food/person.
-
- Inflict attack points of:
-
- o Level 1 - 1 to 4 AP.
-
- o Level 2 - 2 to 11 AP.
-
- o Level 3 - 3 to 18 AP.
-
- o Level 4 - 4 to 25 AP.
-
- Have health points of:
-
- o Level 1 - 5 HP.
-
- o Level 2 - 13 HP.
-
- o Level 3 - 21 HP.
-
- o Level 4 - 31 HP.
-
- Instruct others in training to next skill level at the rate of:
-
- o Level 1 - 1/4 level/turn.
-
- o Level 2 - 1/2 level/turn.
-
- o Level 3 - 3/8 level/turn.
-
- o Level 4 - 1 level/turn.
-
- To begin training or advance to the next level costs:
-
- o 2 boards.
-
- o 1 metal.
-
- o 1 block.
-
- Each military unit must learn to construct and maintain their own weaponry.
-
-
- ΓòÉΓòÉΓòÉ 7.0.3. Pleb class residents ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Workers
-
- Military units
-
- Parrent Menu
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 7.0.3.1. Pleb class workers ΓòÉΓòÉΓòÉ
-
- Carpenters:
-
- Eat food at the rate of:
-
- o 2 food/person.
-
- Produce boards at the rate of:
-
- o Level 1 - 2 boards/turn.
-
- o Level 2 - 4 boards/turn.
-
- o Level 3 - 6 boards/turn.
-
- o Level 4 - 8 boards/turn.
-
- Teach others to next skill level at the rate of:
-
- o Level 1 - 1/8 level/turn.
-
- o Level 2 - 1/4 level/turn.
-
- o Level 3 - 1/2 level/turn.
-
- o Level 4 - 3/4 level/turn.
-
-
- ΓòÉΓòÉΓòÉ 7.0.3.2. Pleb class military units ΓòÉΓòÉΓòÉ
-
- Pikemen:
-
- Military units gain skill levels in training only.
- Once stood up into the garrison training is over.
- Military units in training do not defend the city.
-
- Eat food at the rate of:
-
- o In training - 3 food/person.
-
- o In garrison - 2 food/person.
-
- o On patrol - 1 food/person.
-
- o During move - 1 food/person.
-
- Inflict attack points of:
-
- o Level 1 - 3 to 8 AP.
-
- o Level 2 - 5 to 18 AP.
-
- o Level 3 - 7 to 30 AP.
-
- o Level 4 - 8 to 40 AP.
-
- Have health points of:
-
- o Level 1 - 10 HP.
-
- o Level 2 - 20 HP.
-
- o Level 3 - 40 HP.
-
- o Level 4 - 60 HP.
-
- Instruct others in training to next skill level at the rate of:
-
- o Level 1 - 1/8 level/turn.
-
- o Level 2 - 1/4 level/turn.
-
- o Level 3 - 1/2 level/turn.
-
- o Level 4 - 3/4 level/turn.
-
- To begin training or advance to the next level costs:
-
- o 4 boards.
-
- o 2 metal.
-
- o 1 block.
-
- Each military unit must learn to construct and maintain their own weaponry.
-
-
- ΓòÉΓòÉΓòÉ 7.0.4. Warrior class residents ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Workers
-
- Military units
-
- Parrent Menu
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 7.0.4.1. Warrior class workers ΓòÉΓòÉΓòÉ
-
- Miners:
-
- Eat food at the rate of:
-
- o 3 food/person.
-
- Produce metal at the rate of:
-
- o Level 1 - 1 metal/turn.
-
- o Level 2 - 2 metal/turn.
-
- o Level 3 - 4 metal/turn.
-
- o Level 4 - 6 metal/turn.
-
- Teach others to next skill level at the rate of:
-
- o Level 1 - 1/8 level/turn.
-
- o Level 2 - 1/4 level/turn.
-
- o Level 3 - 3/8 level/turn.
-
- o Level 4 - 1/2 level/turn.
-
-
- ΓòÉΓòÉΓòÉ 7.0.4.2. Warrior class military units ΓòÉΓòÉΓòÉ
-
- Swordmen:
-
- Military units gain skill levels in training only.
- Once stood up into the garrison training is over.
- Military units in training do not defend the city.
-
- Eat food at the rate of:
-
- o In training - 2 food/person.
-
- o In garrison - 3 food/person.
-
- o On patrol - 1 food/person.
-
- o During move - 2 food/person.
-
- Inflict attack points of:
-
- o Level 1 - 8 to 15 AP.
-
- o Level 2 - 15 to 36 AP.
-
- o Level 3 - 24 to 58 AP.
-
- o Level 4 - 30 to 80 AP.
-
- Have health points of:
-
- o Level 1 - 40 HP.
-
- o Level 2 - 60 HP.
-
- o Level 3 - 80 HP.
-
- o Level 4 - 100 HP.
-
- Instruct others in training to next skill level at the rate of:
-
- o Level 1 - 1/8 level/turn.
-
- o Level 2 - 1/4 level/turn.
-
- o Level 3 - 3/8 level/turn.
-
- o Level 4 - 1/2 level/turn.
-
- To begin training or advance to the next level costs:
-
- o 2 boards.
-
- o 8 metal.
-
- o 2 block.
-
- Each military unit must learn to construct and maintain their own weaponry.
-
-
- ΓòÉΓòÉΓòÉ 7.0.5. Scholar class residents ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Workers
-
- Military units
-
- Parrent Menu
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 7.0.5.1. Scholar class workers ΓòÉΓòÉΓòÉ
-
- Masons:
-
- Eat food at the rate of:
-
- o 2 food/person.
-
- Produce boards at the rate of:
-
- o Level 1 - 2 blocks/turn.
-
- o Level 2 - 4 blocks/turn.
-
- o Level 3 - 6 blocks/turn.
-
- o Level 4 - 8 blocks/turn.
-
- Teach others to next skill level at the rate of:
-
- o Level 1 - 1/8 level/turn.
-
- o Level 2 - 1/4 level/turn.
-
- o Level 3 - 3/8 level/turn.
-
- o Level 4 - 1/2 level/turn.
-
-
- ΓòÉΓòÉΓòÉ 7.0.5.2. Scholar class military units ΓòÉΓòÉΓòÉ
-
- Engineer:
-
- Military units gain skill levels in training only.
- Once stood up into the garrison training is over.
- Military units in training do not defend the city.
-
- Eat food at the rate of:
-
- o In training - 3 food/person.
-
- o In garrison - 2 food/person.
-
- o On patrol - 1 food/person.
-
- o During move - 1 food/person.
-
- Inflict attack points of:
-
- o Level 1 - 2 to 5 AP.
-
- o Level 2 - 4 to 15 AP.
-
- o Level 3 - 7 to 30 AP.
-
- o Level 4 - 10 to 50 AP.
-
- Have health points of:
-
- o Level 1 - 5 HP.
-
- o Level 2 - 15 HP.
-
- o Level 3 - 30 HP.
-
- o Level 4 - 50 HP.
-
- Instruct others in training to next skill level at the rate of:
-
- o Level 1 - 1/8 level/turn.
-
- o Level 2 - 1/4 level/turn.
-
- o Level 3 - 3/8 level/turn.
-
- o Level 4 - 1/2 level/turn.
-
- To begin training or advance to the next level costs:
-
- o 2 boards.
-
- o 2 metal.
-
- o 5 block.
-
- Each military unit must learn to construct and maintain their own weaponry.
-
-
- ΓòÉΓòÉΓòÉ 8. Classified information ΓòÉΓòÉΓòÉ
-
- WarSim
- by Steve Cadotte
-
- Spy mission summary:
-
- o Scouting report
-
- o Scouting reconnaissance
-
- o Scouting infiltration
-
- o Defence reconnaissance
-
- o Defence infiltration
-
- o Assasination county
-
- o Assasination city
-
- o Incite revolt
-
- o Terrorist act
-
- o Easy production sabotage
-
- o Best production sabotage
-
- o Easy training sabotage
-
- o Best training sabotage
-
- o Easy defence sabotage
-
- o Best defence sabotage
-
- Main Menu
-
-
- ΓòÉΓòÉΓòÉ 8.1. Scouting report ΓòÉΓòÉΓòÉ
-
- Report on:
-
- o County census.
-
- o Available raw resources.
-
- o During this mission the spy must enter the county.
-
- o Then estimate the county census and the amount of unprocessed raw resources.
-
- o Finally return safely home to report on findings.
-
- Risk assesment:
-
- o Failure - 25% to 1%
-
- o Complication - 25% to 4%
-
- o Success - 50% to 95%
-
-
- ΓòÉΓòÉΓòÉ 8.2. Scouting reconnaissance ΓòÉΓòÉΓòÉ
-
- Report on:
-
- o Current building project.
-
- o Prepaired resources.
-
- o During this mission the spy must enter the county and city.
-
- o Then discover the current building project and the amount of prepared
- resources in storage.
-
- o Finally return safely home to report on findings.
-
- Risk assesment:
-
- o Failure - 25% to 5%
-
- o Complication - 50% to 10%
-
- o Success - 25% to 85%
-
-
- ΓòÉΓòÉΓòÉ 8.3. Scouting infiltration ΓòÉΓòÉΓòÉ
-
- Report on:
-
- o City production ability.
-
- o City training ability.
-
- o During this mission the spy must enter the county, the city, and infiltrate
- the socal classes.
-
- o Then discover the building/facilities pressent for resource processing and
- military unit training.
-
- o Finally return safely home to report on findings.
-
- Risk assesment:
-
- o Failure - 25% to 5%
-
- o Complication - 25% to 20%
-
- o Success - 50% to 75%
-
-
- ΓòÉΓòÉΓòÉ 8.4. Defence reconnaissance ΓòÉΓòÉΓòÉ
-
- Report on:
-
- o City defence structures.
-
- o Standing county patrol.
-
- o During this mission the spy must enter the county.
-
- o Then estimate the county patrol strenght and defence buildings/structures.
-
- o Finally return safely home to report on findings.
-
- Risk assesment:
-
- o Failure - 25% to 5%
-
- o Complication - 50% to 20%
-
- o Success - 25% to 75%
-
-
- ΓòÉΓòÉΓòÉ 8.5. Defence infiltration ΓòÉΓòÉΓòÉ
-
- Report on:
-
- o City garrison.
-
- o Units in training.
-
- o During this mission the spy must enter the county, the city, and infiltrate
- the socal classes.
-
- o Then estimate the number of all military units in the city.
-
- o Finally return safely home to report on findings.
-
- Risk assesment:
-
- o Failure - 25% to 5%
-
- o Complication - 50% to 5%
-
- o Success - 25% to 90%
-
-
- ΓòÉΓòÉΓòÉ 8.6. Assasination county ΓòÉΓòÉΓòÉ
-
- Assasinate the most valuable person outside the city.
-
- o During this mission the spy must enter the county.
-
- o Then attempt to assasinate the most valuable person living outside the
- city.
-
- o The spy will continue to attempt the assasination until successfull or dead.
-
- o Finally return safely home to report on the deed.
-
- Risk assesment:
-
- o Failure - 25% to 10%
-
- o Complication - 70% to 40%
-
- o Success - 5% to 50%
-
-
- ΓòÉΓòÉΓòÉ 8.7. Assasination city ΓòÉΓòÉΓòÉ
-
- Assasinate the most valuable person inside the city.
-
- o During this mission the spy must enter the county and city.
-
- o Then attempt to assasinate the most valuable person living inside the city.
-
- o The spy will continue to attempt the assasination until successfull or dead.
-
- o Finally return safely home to report on the deed.
-
- Risk assesment:
-
- o Failure - 25% to 20%
-
- o Complication - 74% to 40%
-
- o Success - 1% to 50%
-
-
- ΓòÉΓòÉΓòÉ 8.8. Incite revolt ΓòÉΓòÉΓòÉ
-
- Rally as many citizens as possible into a strike action
-
- o During this mission the spy must enter the county and city.
-
- o Then attempt to convince as may citizens to quit their assigned job.
-
- o The spy will continue to incite as many people as possible until discovered.
-
- o Do not expect a report from the spy on this mission.
-
- Risk assesment: (per person)
-
- o Failure - 10% to 5%
-
- o Complication - 15% to 5%
-
- o Success - 75% to 85%
-
-
- ΓòÉΓòÉΓòÉ 8.9. Terrorist act ΓòÉΓòÉΓòÉ
-
- Attack the city citizen population, cause maximum disruption.
-
- o During this mission the spy must enter the county and city.
-
- o Then attempt to kill as may citizens as possible.
-
- o The spy will continue to assasinate as many people as possible until discovered.
-
- o Do not expect a report from the spy on this mission.
-
- Risk assesment: (per person)
-
- o Failure - 10% to 5%
-
- o Complication - 15% to 5%
-
- o Success - 75% to 90%
-
-
- ΓòÉΓòÉΓòÉ 8.10. Easy production sabotage ΓòÉΓòÉΓòÉ
-
- Destroy a production structure which affords least risk.
-
- o During this mission the spy must enter the county and city.
-
- o Then reduce the efficiency of an improved resource processing
- building/facility that will be the easiest to effect.
-
- o The spy will continue to attempt sabotage until successfull, discovered, or
- can not find an improved resource processing building/facility.
-
- o Finally return safely home to report on the deed.
-
- Risk assesment:
-
- o Failure - 50% to 5%
-
- o Complication - 45% to 5%
-
- o Success - 5% to 90%
-
- Note: Workers that no longer have the facilities to work at their skill level
- will revert to the maximum skill level they are able to.
-
-
- ΓòÉΓòÉΓòÉ 8.11. Best production sabotage ΓòÉΓòÉΓòÉ
-
- Destroy the most strategically valuable production structure.
-
- o During this mission the spy must enter the county and city.
-
- o Then reduce the efficiency of an improved resource processing
- building/facility of the greatest value.
-
- o The spy will continue to attempt sabotage until successfull, discovered, or
- can not find an improved resource processing building/facility.
-
- o Finally return safely home to report on the deed.
-
- Risk assesment:
-
- o Failure - 50% to 5%
-
- o Complication - 45% to 5%
-
- o Success - 5% to 90%
-
- Note: Workers that no longer have the facilities to work at their skill level
- will revert to the maximum skill level they are able to.
-
-
- ΓòÉΓòÉΓòÉ 8.12. Easy training sabotage ΓòÉΓòÉΓòÉ
-
- Destroy a training structure which affords least risk.
-
- o During this mission the spy must enter the county and city.
-
- o Then reduce the efficiency of an improved military unit training
- building/facility that will be the easiest to effect.
-
- o The spy will continue to attempt sabotage until successfull, discovered, or
- can not find an improved military unit training building/facility.
-
- o Finally return safely home to report on the deed.
-
- Risk assesment:
-
- o Failure - 60% to 15%
-
- o Complication - 45% to 35%
-
- o Success - 5% to 50%
-
- Note: Trainiees that no longer have the facilities to train at their skill
- level will revert to the maximum skill level they are able to.
-
-
- ΓòÉΓòÉΓòÉ 8.13. Best training sabotage ΓòÉΓòÉΓòÉ
-
- Destroy the most strategically valuable training structure.
-
- o During this mission the spy must enter the county and city.
-
- o Then reduce the efficiency of an improved military training
- building/facility of the greatest value.
-
- o The spy will continue to attempt sabotage until successfull, discovered, or
- can not find an improved military training building/facility.
-
- o Finally return safely home to report on the deed.
-
- Risk assesment:
-
- o Failure - 60% to 15%
-
- o Complication - 45% to 35%
-
- o Success - 5% to 50%
-
- Note: Trainiees that no longer have the facilities to train at their skill
- level will revert to the maximum skill level they are able to.
-
-
- ΓòÉΓòÉΓòÉ 8.14. Easy defence sabotage ΓòÉΓòÉΓòÉ
-
- Destroy a defence structure which affords least risk.
-
- o During this mission the spy must enter the county and city.
-
- o Then reduce the efficiency of an improved defence building/structure that
- will be the easiest to effect.
-
- o The spy will continue to attempt sabotage until successfull, discovered, or
- can not find an improved defence building/structure.
-
- o Finally return safely home to report on the deed.
-
- Risk assesment:
-
- o Failure - 25% to 30%
-
- o Complication - 45% to 20%
-
- o Success - 5% to 50%
-
-
- ΓòÉΓòÉΓòÉ 8.15. Best defence sabotage ΓòÉΓòÉΓòÉ
-
- Destroy the most strategicaly valuable defence structure.
-
- o During this mission the spy must enter the county and city.
-
- o Then reduce the efficiency of an improved defence building/structure of
- greatest value.
-
- o The spy will continue to attempt sabotage until successfull, discovered, or
- can not find an improved defence building/structure.
-
- o Finally return safely home to report on the deed.
-
- Risk assesment:
-
- o Failure - 25% to 30%
-
- o Complication - 45% to 20%
-
- o Success - 5% to 50%
-