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-
- Newland Player's Instructions
- Copyright (c) 1994 Troy Beckstrom. All Rights Reserved.
-
-
-
- INTRODUCTION
- ------------
-
- Newland is a simulation of civilizations that players
- build, manage, defend, and conquer. It isn't some cheesy
- menu-driven thing where you just set a bunch of percentages
- and then watch the numbers increase; you actually put your
- civilization together yourself with building blocks in a
- two-dimensional world. As a player, your goal is to
- maximize your industrial strength by constructing
- production centers for building cities, and to defend your
- possessions from other players. Or, you can build armies
- and attack other players to capture the means of production
- by force.
-
-
- GETTING STARTED
- ---------------
-
- The game board is laid out as a grid 6 screens wide and 8
- screens high. You move your cursor around the grid using
- the arrow keys or the I, J, K, and L keys, and you can pick
- up and drop objects on the board using the A, S, D and F
- keys. The A and S keys toggle on and off the drop and get
- modes. If you move around with get-mode on, it will scoop
- up everything you move over. If move around with drop-mode
- on, it will leave a trail of objects on the squares you
- pass over until you've dropped everything you're carrying.
- The D and F keys pick up and drop one object at a time and
- do not stay toggled on. You can press ? in the game to get
- a summary of these command keys.
-
- Objects show up on the board as two letter abbreviations,
- with the first letter capitalized and the second letter
- lowercase. There can only be one type of object on a
- square, but some objects can have multiple quantities. You
- can get more information about an object by positioning the
- cursor on top of the object and looking at the status bar
- at the top of the screen. For example, this display shows
- that there is one Sm object on the square, and it is not
- set to produce anything, but it could produce steel if you
- press 2 to change its production setting.
-
-
- (Qty 1) Output: 0.000 unit(s) of (nothing) per turn
- To set output, press: [1]= (nothing) [2]=St (steel)
- -----------------------------------------------------
- |
- | CoCoCo FeFeFe
- | CoCoCo FeFeFe
- | CoCoCo FeFeFe
- | CoCoCo FeFeFe
- | CoCoCo FeFeFe
- | CoCoCo [Sm]<---Cursor
- | CoCoCo FeFeFe
- | CoCoCo FeFeFe
- | CoCoCo FeFeFe
- | CoCoCo FeFeFe
- | CoCoCo FeFeFe
- |
-
-
- If we press 2, the status line changes to show that 2 units
- of steel will be produced per turn if the Sm, which stands
- for "steel mill", can reach 2 units of Fe, ferrite ore, and
- 2 units of Co, coal.
-
-
- (Qty 1) Output: 2.000 unit(s) of St (steel) per turn,
- Input: Fe Fe Co Co
- To set output, press: [1]= (nothing) [2]=St (steel)
- -----------------------------------------------------
- |
-
-
- Producers such as steel mills can take in objects within
- three squares around them, and place their output within
- the same three square radius. If the area around them gets
- filled up with output, or the input in the area is
- depleted, then production stops. Production happens once
- per update turn, with 3 turns happening each day at
- midnight, and an additional 1 turn for each player per day.
- You can make your update turn go by while you're in the
- game by pressing T, but you only get to do it once per day,
- so make sure you have all your producers set and supplied
- before you press it, and remember that all players'
- production is updated at the same time. As an example of
- how producers work, here is what our steel mill will look
- like as 4 update turns go by. After the 4th update turn,
- it will stop producing because it can't reach any more coal
- and ferrite, of which it has to have both to work.
-
-
- CoCoCo FeFeFe CoCoCo FeFeFe
- CoCoCo FeFeFe CoCoCo FeFeFe
- CoCoCo FeFeFe CoCoCo FeFeFe
- CoCoCo FeFeFe CoCoCo FeFe
- CoCoCo FeFeFe CoCo StSt FeFe
- CoCoCo Sm FeFeFe CoCo Sm FeFe
- CoCoCo FeFeFe CoCo FeFe
- CoCoCo FeFeFe CoCo FeFeFe
- CoCoCo FeFeFe CoCoCo FeFeFe
- CoCoCo FeFeFe CoCoCo FeFeFe
- CoCoCo FeFeFe CoCoCo FeFeFe
-
- CoCoCo FeFeFe CoCoCo FeFeFe
- CoCoCo FeFeFe CoCoCo FeFeFe
- CoCo Fe CoCo Fe
- CoCo Fe CoCo Fe
- CoCo StSt FeFe Co StSt Fe
- CoCo SmSt FeFe Co SmSt Fe
- CoCo St FeFe Co StStSt Fe
- CoCo FeFe Co Fe
- Co FeFeFe Co FeFeFe
- CoCoCo FeFeFe CoCoCo FeFeFe
- CoCoCo FeFeFe CoCoCo FeFeFe
-
- CoCoCo FeFeFe
- CoCoCo FeFeFe
- Co Fe
- Co Fe
- Co StSt Fe
- Co StSmSt Fe
- Co StStSt Fe
- Co Fe
- Co Fe
- CoCoCo FeFeFe
- CoCoCo FeFeFe
-
-
- BEGINNING STRATEGY
- ------------------
-
- When you start on a board, you'll generally begin with some
- number of armies, and either a city (Ci), or a builder (Bu)
- and the ingredients to build a city. On a few boards, you
- are given an incomplete set of ingredients and have to
- trade with other players. If you don't have a city, you
- must first use the things you have to build a city, because
- without one you're dead in the water. The objects you need
- are steel (St), lumber (Lu), and material (Ma). Since
- cities can't be moved once they're built, choose a good
- position on the board, preferably not within 3 squares of a
- barrier (**) or too close to another player. Place the
- steel, lumber, and material next to your builder and set
- the builder to setting 1. The city will be produced
- directly above the builder after one update turn if you
- have two or more builders, or two update turns if you only
- have one builder.
-
-
- Production diagram for cities
-
- FeFe ---+
- +---(Sm)---+
- CoCo ---+ |
- +---> St ---+
- |
- ^^^^^^^^^^ ---(Lm)---> Lu ---+---(Bu)---> (Ci)---+
- | |
- +---> Ma ---+ |
- | |
- +-------------------------------+
-
-
- ARMIES
- ------
-
- Armies on the board are displayed as an uppercase "A"
- followed by a lowercase letter. The lowercase letter is
- the flag letter of the owner, or ? if the armies are
- unclaimed. Armies are the only objects that are loyal to a
- particular player; all other objects can be used by whoever
- can reach them. Armies protect a 4 square radius of
- territory:
-
-
- Army protection area
-
- <><><><><><><><><>
- <><><><><><><><><>
- <><><><><><><><><>
- <><><><><><><><><>
- <><><><>Ay<><><><>
- <><><><><><><><><>
- <><><><><><><><><>
- <><><><><><><><><>
- <><><><><><><><><>
-
-
- Your cursor can only move within the range of your army's
- protection, and no other player's cursor can enter it
- without first attacking and destroying your armies. When
- there is an overlapping area, which can easily happen,
- neither player's cursor can enter the overlap.
-
-
- Overlapping protected areas
-
- <><><><><><><><><>
- <><><><><><><><><> XXXXXXXXXXXXXXXXXX
- <><><><><><><><><> XXXXXXXXXXXXXXXXXX
- <><><><><><><><><> XXXXXXXXXXXXXXXXXX
- <><><><>Ay<><><><> XXXXXXXXXXXXXXXXXX
- <><><><><><><><><> XXXXXXXXAoXXXXXXXX
- <><><><><><><><><><>++++++++XXXXXXXXXX
- <><><><><><><><><><>++++++++XXXXXXXXXX
- <><><><><><><><><><>++++++++XXXXXXXXXX
- <><><><><>++++++++XXXXXXXXXX
- <><><><>Ay<><><><>
- <><><><><><><><><>
- <><><><><><><><><>
- <><><><><><><><><>
- <><><><><><><><><>
-
- Ay = your armies
- <> = square protected by your armies
- Ao = opponent's armies
- XX = square protected by opponent's armies
- ++ = overlap, neither player can enter
-
-
- In the diagram, your cursor movement is limited to the <>
- area. Your opponent's cursor movement is limited to the XX
- area. The ++ area is protected by both armies so neither
- player can enter that area until the other moves his armies
- away. Be careful of this because if you leave objects near
- the border of your territory, other players can place
- armies close enough to block you from getting to them.
-
-
- DEFENDING AGAINST BOMBS
- -----------------------
-
- Protecting cities is trickier than just keeping them within
- your protected area, because bombs can damage them at a
- distance of up to 5 squares. You won't have to worry about
- bombs at first, since it takes a while to develop the
- industrial ability to produce them. If you keep good
- surveillance on your neighbors, you'll know when you need
- to start planning for them.
-
-
- The blast pattern of a bomb
- (The Fi's only show up where there's something to burn)
-
- Fi
- FiFiFiFiFiFiFi
- FiFiFiFiFiFiFiFiFi
- FiFiFiFiFiFiFiFiFi
- FiFiFiFiFiFiFiFiFi
- FiFiFiFiFiBoFiFiFiFiFi
- FiFiFiFiFiFiFiFiFi
- FiFiFiFiFiFiFiFiFi
- FiFiFiFiFiFiFiFiFi
- FiFiFiFiFiFiFi
- Fi
-
-
- If you protect cities with armies in only one place, an
- opponent can come up to the border and explode bombs to
- damage or destroy the cities. Also, the blast will set off
- any other bombs that it touches, which in turn could damage
- your cities. Mines are also destroyed by bomb blast, but
- they are usually not valuable enough to worry about
- defending.
-
-
- Before After bomb is exploded
-
- <><><><><><><><><> <><><><><><><><><>Fi
- <><><><><><><><><> <><><><><><>FiFiFiFiFiFiFi
- <><><><><><><><><> <><><><><>FiFiFiFiFiFiFiFiFi
- <><><><><><><><><> <><><><><>FiFiFiFiFiFiFiFiFi
- <><><><>Ay<><><><> <><><><>AyFiFiFiFiFiFiFiFiFi
- <><><><>Ci<><><><>Bo <><><><>FiFiFiFiFiBoFiFiFiFiFi
- <><><><><><><><><> <><><><><>FiFiFiFiFiFiFiFiFi
- <><><><><><><><><> <><><><><>FiFiFiFiFiFiFiFiFi
- <><><><><><><><><> <><><><><>FiFiFiFiFiFiFiFiFi
- FiFiFiFiFiFiFi
- Fi
-
-
- Any lumber in the bomb blast will catch fire and keep
- burning for about 4 updates. If you have a lot of lumber
- around, you could be trapped or unable to reach some
- objects that are next to the fire.
-
-
- ++++++
- ++Fi++
- ++++++
-
- ++ = Area around fire that can't be entered due to heat
-
-
- Bombs damage cities, mines, lumber, and forest. They do
- not harm armies, builders, miners, or any other object.
-
- To guard against the threat of overlap or bombs, you need
- to hold some additional territory beyond what you're
- protecting. Out in the open, you need at least 3 army
- positions. If possible, it's best to get against a wall or
- edge of the screen to protect one side.
-
-
- An example of using three army positions to protect from
- bombs and overlap
-
- <><><><><><><><><>
- <><><><><><><><><>
- <><><><><><><><><>
- <><><><><><><><><>
- <><><><><><>Ay<><><><><><>
- <><><><><><>XX<><><><><><>
- <><><><><><>XX<><><><><><>
- <><><><><>bbXXbb<><><><><>
- <><><><>AyooooooAy<><><><>
- <><><><><><><><><><><><><>
- <><><><><><><><><><><><><>
- <><><><><><><><><><><><><>
- <><><><><><><><><><><><><>
-
- bb = Safe from bombs
- oo = Safe from overlap
- XX = Safe from bombs and overlap
-
- An example of using four army positions to protect from
- bombs and overlap
-
-
- <><><><><><><><><><><><><><><><>
- <><><><><><><><><><><><><><><><>
- <><><><><><><><><><><><><><><><>
- <><><><><><><><><><><><><><><><>
- <><><><>AyooooooooooooAy<><><><>
- <><><><>ooXXXXXXXXXXXXoo<><><><>
- <><><><>ooXXXXXXXXXXXXoo<><><><>
- <><><><>ooXXXX4444XXXXoo<><><><>
- <><><><>ooXXXX4444XXXXoo<><><><>
- <><><><>ooXXXXXXXXXXXXoo<><><><>
- <><><><>ooXXXXXXXXXXXXoo<><><><>
- <><><><>AyooooooooooooAy<><><><>
- <><><><><><><><><><><><><><><><>
- <><><><><><><><><><><><><><><><>
- <><><><><><><><><><><><><><><><>
- <><><><><><><><><><><><><><><><>
-
- 44 = Protected by all 4 armies and safe from bombs & overlap
- XX = Safe from bombs and overlap
- oo = Safe from overlap
-
-
- WINNING THE GAME
- ----------------
-
- To win, you must build up enough industrial strength to
- overpower your opponents and wipe out all other armies on
- the board. Newland will declare a winner and restart the
- board when it finds only one player left. There's no rule
- that you have to play to the end, though. The beginning of
- the game is the most interesting and includes the most
- people, so when the game is nearing the end, you may want
- to agree on a winner and have the sysop restart the board.
-