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- | NNN Software | | '+ ~ __I___,
- | P.O. Box 87 | | II ` Ii
- | North Aurora | | II ,~~^\ ~Ii/^\ Ii /^^^\ ~Ii/~\
- | IL 60542-3001 | | II /^^^\' I^ I Ii Ii I Ii I
- | | | `` Ii I Ii I Ii Ii I Ii I
- | | | \\____/ \___/\_,Ii I_ `,__/ \___/ ,Ii I,~
- | Net: nnn@seq.com | ./
- +===================+/ An Atlas Pathfinder Adventure
- Copyright (c) 1994 NNN Software, Inc.
-
-
-
- INSTRUCTION MANUAL
-
-
- ===============================================
- I 0. TABLE of CONTENTS: I
- ===============================================
-
- 0. Table of contents
- 1. System requirements
- 2. Installing and starting Canton
- 3. The story of Canton
- 4. Playing Canton
- A. Purpose of the game
- B. Game rules
- 1) Time (the Turn concept)
- 2) What happens at the end of each turn?
- 3) Game objects
- 4) Movement rules
- 5) Starting resources
- C. Game controls
- 1) The game field
- 2) The local map
- 3) The global map
- 4) Mobility status indicators
- 5) The Control Panel
- 6) Controlling your caravans and ships
- a. How to move caravans and ships
- b. How to load/unload ships
- c. How to add caravans
- d. How to delete caravans
- e. How to keep track of your caravans
- 7) How to trade
- D. Getting on-line help
- E. Quitting the game
- F. Scoring
- 1) Exploration
- 2) Profit
- G. Random events
- 1) Treasures
- 2) Disasters
- 3) Pirates
- 5. Advanced features
- 6. Other tools
- 7. A quick start
- 8. Technical support
-
-
- ===============================================
- I 1. SYSTEM REQUIREMENTS I
- ===============================================
-
- Canton requires:
-
- An IBM-compatible 286 or greater (386 or faster recommended)
- EGA graphics or better
- 640K RAM
- DOS 3.1 or later
- 4MB of free hard disk space
- Mouse
-
-
- ===============================================
- I 2. INSTALLING and STARTING CANTON I
- ===============================================
-
- A. TO INSTALL CANTON:
- -----------------
-
- 1) Insert the diskette into your floppy drive
- 2) Go to your floppy drive
- 3) Type:
-
- INSTALL [Drive]: <Enter>
-
- For example:
-
- If your floppy drive is A and your hard drive is C, then
- you would type the following
-
- A:
- INSTALL C:
-
- The installation program creates a directory named \CANTON on your
- hard drive and extracts all CANTON files in that directory.
-
-
- B. TO START CANTON:
- ----------------
-
- Got to the directory where you installed CANTON, and type:
-
- CANTON <Enter>
-
- Use the <Up Arrow> or <Down Arrow> key to position the cursor on the
- desired menu option, then press <Space Bar> or <Enter> to select item.
-
- NOTE: Canton allows you to save only one game at a time. Therefore,
- choosing the SAVE GAME option will over-write the previously saved.
-
-
- ===============================================
- I 3. THE STORY OF CANTON I
- ===============================================
-
- From Homer's Ulysses to Columbus to Neil Armstrong, history is punctuated
- by great travelers. Driven partly by material gain and partly by near-
- religious need to explore and gain new knowledge, these great navigators
- chart out our world.
-
- Explorers of the past linked together human cultures that previously knew
- nothing of each other. Explorers of the future may link together the
- cultures of earth and those beyond the stars.
-
- The link between East and West, probably first established by the great
- traveler Marco Polo, is one rich with potential. The Ching empire, the
- backdrop of the explosive growth of trading between East and West in 18th
- century China, came to a breaking point as it fought to survive this
- period of upheaval changes. Opium, a highly addictive narcotic, was sold
- openly to Imperial subjects against the dictates of Imperial law. This
- situation exploded into the Opium war.The Ching empire emerged at the end
- of the struggled crippled and permanently weakened.
-
- Into this dangerous arena rich with commercial potential, yet fraught
- with cultural upheavals and political intrigues enters Atlas Pathfinder,
- an adventurer formed in the mold of the history's great explorers.
-
- Orphaned at the age of twelve when his father, the brave captain of a
- merchant ship, was lost at sea along with his entire crew, Atlas grew up
- in impoverished seaside shanties and wharves. His skills as a navigator
- came by instinct . He combined a thirst for exploring the world with a
- lust for riches and power. Never shall his children (if he gets around
- to having any) experience the deprivation and poverty of his own youth.
- He vowed to conquer the storms that destroyed his father and build an
- empire of commerce which will overshadow even the greatest trading houses
- of all Europe.
-
- In Canton, the commercial hub linking East and West, you Atlas PathFinder
- set out to resume the thread left by the great Polo. With your modest
- savings, a small bag of gold coins, you set out from Canton to make your
- fortune in silk and spices. Beyond the gilded gates of Canton, the riches
- of the Orient awaits you in a vast world of unexplored dangers and
- possibilities.
-
-
- ===============================================
- I 4. HOW TO PLAY CANTON I
- ===============================================
-
- A. PURPOSE OF THE GAME
- -------------------
-
- Canton is a game of trade and exploration. The purpose of the game is
- to become rich by exploring and building your commercial empire. To
- do this, you must 1) explore unknown territory to find cities to
- trade with, and 2) generate profit by trading according to the
- classic formula: buy low, sell high. The profit from trading will
- allow you to buy more caravans, ships and warehouses, which will in
- turn increases you ability to gather more wealth through trading.
-
-
- B. GAME RULES
- ----------
-
- 1) TIME (the TURN concept)
-
- TIME in the Canton world is represented by TURNs.
-
- 1 turn = 1 month
-
- In the shareware version, the game lasts 5 years (60 turns)
- In the registered version, the game lasts 20 years (240 turns);
- you will need the longer time to explore the larger global map.
-
- A turn ends when ALL your caravans have moved the maximum number
- of movements allowed to them. If you wish to end the turn before
- this happens, click END TURN in the control pad.
-
- It is sometimes strategic for you to END TURN early, since at the
- end of each turn, you may gain more assets. For example, each
- warehouse with 4 or more peasants will produce for you one unit
- of grain or meat per turn; each warehouse with 4 or more artisans
- will produce for you one unit of tools or weapons per turn.
-
-
- 2) WHAT HAPPENS AT THE END OF EACH TURN?
-
- Two set of events are updated at the end of each turn (each month):
-
- a. EXPENSES
-
- Each caravan or ship you have consumes two units of food and
- two coins of payroll per turn.
-
- b. PRODUCTION
-
- Each 4 peasants you have produce 1 unit of food per turn but
- having more than 4 peasants in a warehouse does not further
- increase food production
- Each 4 artisans you have produce 1 unit of tools per turn but
- having more than 4 artisans in a warehouse does not further
- increase tool production
-
-
- 3) GAME OBJECTS
-
- There are 2 different types of GAME OBJECTS: ACTIVE and PASSIVE.
-
- a. ACTIVE GAME OBJECTS are things that you can move/create/delete.
- These include:
-
- OBJECT PURCHASE COST COST PER TURN
- ------ ------------- -------------
- Caravan 4 coins 2 foods & 2 coins
- Ship* 1 coin 2 foods & 2 coins
- Warehouse* 16 coins none
-
- * Must have a caravan first
-
- b. PASSIVE GAME OBJECTS are things you buy/sell. These include:
-
- Objects with FOOD VALUE:
- OBJECT WORTH
- ------ --------------
- 1 bushel of grain 1 unit of food
- 1 cow 1 unit of food
-
- Objects with PRODUCTION value
- OBJECT ACTION PER TURN
- ------ ---------------
- 4 peasants produces 1 food
- 4 artisans produces 1 tool
-
- Objects with DEFENSE value
- OBJECT ACTION
- ------ ------
- 1 soldier gives your ship 1 extra life in pirate battle
-
- Objects with TRADE value
- Salt, Ore, Tools, Weapons
-
-
- 4) MOVEMENT RULES
-
- Each caravan can move up to 4 grid cells per turn
- Each ship can move up to 8 grid cells per turn
-
- Each ship loading costs 1 coin
- Each ship un-loading costs 1 coin
-
- Caravans/Ships must carry their own supplies (grain or meat). Each
- caravan or ship consumes two UNITS OF FOOD per turn.
-
- Plain and coast terrains cost 1 movement point to cross. Jungle,
- forest, and mountain terrains cost 4 movement points to cross (but
- a caravan with any movement points left can always enter these
- rough terrains). Only ships can cross water; it costs them 1 point
- to do so.
-
- If its food supply runs out, the caravan/ship will starve and you
- will lose not only the caravan, but all the goods it carries. The
- two bar graphs labeled MOBILITY and FOOD SUPPLY to the right of
- the playing field display the number of movements and how much food
- the currently active caravan has left.
-
-
- 5) STARTING RESOURCES
-
- At the start of a new game, all your worldly possessions (except the
- clothes on your back) includes:
-
- 86 gold coins
- 1 caravan
- 1 peasant
- 1 artisan
- 1 soldier
- 3 units of food
-
- Your startup funds become smaller if you increase the level of play
- difficulty.
-
-
- C. GAME CONTROLS
- -------------
-
- 1) The GAME FIELD consists of:
-
- The Local Map (lower left of screen)
-
- The Global Map (upper right of screen)
-
- Mobility Status Indicators (center right of screen)
-
- Control panel (lower right of screen)
-
-
- 2) THE LOCAL MAP (Lower left of screen)
-
- The local map is the playing field itself. At the start of a new
- game your first caravan (man with mule) is positioned at the city
- of Canton, centered on the local map. Initially most of the local
- map will be black, reflecting unexplored territory, except the
- known area around the city of Canton. As you explore the world,
- its terrain features (forest, hill, ocean...) emerge. A rectangu-
- lar grid divides the map into cells, which is the scope of one
- movement.
-
- When you have more than one caravan or ship, the currently active
- one is outlined in white. If the currently active caravan/ship is
- stacked on top of another (they are positioned on the same grid
- cell), the active one is outlined in pink.
-
-
- 3) THE GLOBAL MAP (Upper right of screen)
-
- This map gives you a 'satellite view' of the world. The white-
- framed Zoom Box shows the region currently displayed in the local
- map. You can scroll the local map by pointing (in the Zoom Box)
- to where you want to zoom in, and click.
-
- The white dots on the global map indicate the positions of your
- caravans and ships.
-
-
- 4) MOBILITY STATUS INDICATORS (Center right of screen)
-
- a. MOBILITY Indicator:
-
- The bar graph labeled MOBILITY displays the number of move-
- ments the CURRENTLY SELECTED caravan has left for the current
- turn. It is reset each time a new turn begins.
-
- Each caravan has 4 movements per turn
- Each ship has 8 movements per turn
-
- For example, at the end of each turn, each caravan receives 4
- additional movements, and each ship receives 8. Note however,
- that the MOBILITY Indicator only displays the number movements
- for the CURRENTLY SELECTED caravan/ship.
-
- b. FOOD SUPPLY Indicator:
-
- The bar graph labeled FOOD SUPPLY displays the food supply for
- the currently selected caravan/ship. Before setting out on a
- long exploratory journey it is a good idea to stock up on food.
-
-
- 5) THE CONTROL PANEL (Lower right of screen)
-
- The Control Panel is located at the lower right of your screen.
- It consists of:
-
- o Mobility and Food Supply Indicators
-
- o The JoyPad: Move active objects in the direction indicated
- o (A)dd: Add caravan
- o (C)ut: Remove caravan
- o (B)uild: Build warehouse
-
- o (T)rade: Pull up Trade Menu for trading
- o (L)oad: Pull up Warehouse Menu to Load/Unload
- items to/from warehouse
- o (I)nfo: Get info on existing Trade Routes
-
- o (E)nd Turn: Force ending of current turn
-
- oT(R)ade Route: Pull up Route menu to setup Trade Route
-
- o (Q)uit: Quit game
-
-
- 6) CONTROLLING YOUR CARAVANS AND SHIPS
-
- a. HOW TO MOVE CARAVANS AND SHIPS
-
- To move a caravan or ship, click on the arrow in the JoyPad
- which points in the direction you want to move. You can only
- move 1 caravan/ship at a time. If you have more than 1
- caravan, you must first select the caravan/ship you want to
- move before clicking on the directional arrows to move it.
-
- Each click on a JoyPad button advances the caravan/ship 1
- grid cell in the direction indicated by the arrow. A caravan
- can move up to 4 grid cells per turn, a ship can move up to
- 8 grid cells per turn; this is true regardless of how many
- TOTAL movements your caravan/ship may have. A turn ends auto-
- matically when ALL your caravans and ships have moved their
- maximum allowable movements for a turn (i.e., 4 for caravans
- and 8 for ships) or when you press END TURN in the Control
- Panel to manually end the current turn.
-
- For example, if you only have 1 caravan, and it has 8 move-
- ments available to it in total, 1 turn will increment automa-
- tically for each 4 movements it makes(you have moved ALL your
- caravans/ships the maximum allowable movements for that turn,
- so the turn increments automatically). If your caravan has
- less than 4 movements, naturally it can only move until those
- movements are exhausted.
-
- However, if you have 2 caravans, say Caravan #1 with 8 move-
- ments total and Caravan #2 with 3 movements total, you can
- only move Caravan #1 a maximum of 4 grid cells for that turn
- (caravans can move up to 4 grid cells per turn). To move it
- further, you must either: 1) END TURN manually, or 2) move
- Caravan #2 its maximum number of moves so that the TURN will
- end automatically.
-
-
- b. HOW TO LOAD/UNLOAD SHIPS
-
- To make a caravan move from land to sea, you must first load
- the caravan onto a ship. Double-click on the appropriate
- JoyPad arrow. The man-and-mule caravan icon will turn into a
- ship. Each ship-loading costs 1 coin (stevedor fees). To
- disembark and return to land, double-click on the appropriate
- JoyPad arrow to unload. The ship icon will turn back into a
- caravan icon. Each un-loading costs 1 coin.
-
-
- c. HOW TO ADD CARAVANS
-
- Having more caravans will enable you to explore the world
- faster, more efficiently. They will also help you establish
- trade routes, and scout out different cities to find out what
- the market for that city is like, giving you the "in" on
- where to buy low and sell high.
-
- To create more caravans, click on the ADD button in the
- Control Panel. Newly-created caravans always start out from
- Canton, your base city.
-
- Each new caravans costs 4 coins to purchase. Each caravan you
- own costs 2 coins and 2 units of food per turn to maintain.
-
- d. HOW TO REMOVE CARAVANS
-
- If your funds are low, you may find it unprofitable to main-
- tain too many caravans. To eliminate a caravan, click the CUT
- button in the Control Panel, then click on the caravan you
- want to rid of. It will disappear (sorry, no money back).
-
-
- e. HOW TO KEEP TRACK OF YOUR CARAVANS/SHIPS
-
- At any time, you can obtain status information on any caravan.
- Do this by clicking INFO in the Control Panel, then click
- on the caravan you are interested in.
-
- NOTE: The remaining 3 buttons (BUILD, LOAD, ROUTE) are des-
- cribed in the section ADVANCED FEATURES.
-
-
- 7) HOW TO TRADE
-
- In order to trade with a city, your caravan must be physically
- present at that city (no electronic commerce in the 18th century).
- This is also the only way you can find out what the market supply
- and demand are for that city, and at what prices.
-
- To trade, activate the caravan you want to perform the transaction
- (remember that you can have up to 16 caravans/ships at the same
- time) by clicking on it, then click TRADE on the Control Panel to
- the right of the screen.
-
- The TRADE MENU will appear. This is the market chart compiled by
- the city's Department of Commerce to facilitate trade transactions
- in the city. It displays what is currently available for sale and
- purchase in the city's marketplace. This is where you can buy and
- sell goods.
-
- HOW TO READ THE TRADE MENU
-
- There are 9 MERCHANDISE ITEMS that can be traded:
-
- Trading Code Item Description
- ------------ ----------------
-
- 1 Grain
- 2 Meat
- 3 Salt
- 4 Ore
- 5 Tools
- 6 Weapons
- 7 Peasants
- 8 Artisans
- 9 Soldiers
-
-
- Since this is an international trading post, to resolve any lang-
- uage problems, the Department of Commerce has devised a numeric
- system (Trading Code) to identify the merchandise for trading. A
- button, marked with this number (1-9) is located next to each icon.
- To purchase an item, click on the numbered button belonging to
- that item.
-
- At the center of the screen are 5 columns of numbers. The leftmost
- column, marked 'Caravan', is what you have in the currently. The
- next 2 columns to the right are the quantity and price of items
- available in this city for you to buy. The last 2 columns are the
- quantity and price for items that you can sell.
-
- At the upper left of the trade menu are three buttons: BUY, SELL,
- and DONE (the BRIBE MAYOR feature--red button--is available only
- in the shareware version and is described in the Advanced Feature
- section further below).
-
- A quick example: Suppose you want to resupply your caravan. Click
- BUY. Now click the button marked '1', i.e. the button which desig-
- nates 'grain'. The number of grain units in your caravan increments
- by 1 (you just bought 1 unit of grain), while the grain supply in
- the city decrements by 1 (one 1 unit of grain less in the market
- supply).
-
- The financial status of your company appears at the upper right:
- how much cash, how many warehouses, ships, and caravans you have.
- Note that your cash decreases as you buy and increases as you sell.
-
- When you are finished trading, click DONE to return to main playing
- field.
-
-
- 8) GETTING DETAILED INFORMATION ABOUT A CARAVAN OR CITY
-
- To get information on a caravan or city, first click on INFO in the
- Control Panel, then click on the caravan or city in question. This
- INFORMATION MENU will appear. This menu looks similar to the TRADE
- MENU but there are no buttons.
-
- There are 5 columns of number at center page: caravan, supply quan-
- tity, supply price, demand quantity, demand price. For caravans,
- only the first column will be filled. For cities, only the last 4
- columns will be filled.
-
- The financial status of your company appears at upper right. To
- exit the INFORMATION MENU, click anywhere on the screen.
-
-
- D. GETTING ON-LINE HELP
- --------------------
-
- To get on-line help, click on MANUAL at the upper left of the screen.
-
-
- E. QUITTING AND SAVING THE GAME
- ----------------------------
-
- To quit the game, click 'Q' on the Control Panel. You will return to
- the Main Menu, where you will have a chance to save the current game.
- You can save only 1 game at a time, therefore saving the current game
- will over-write the previously saved game.
-
-
- F. SCORING
- -------
-
- Scoring in Canton is based on 2 factors: Exploration and Profit.
-
- 1) EXPLORATION:
-
- At the start of a game the map is mostly black. As your caravans
- move near black grid cells, they make the terrain features in these
- cells visible. Previously unknown territory becomes charted terri-
- tory. The larger a fraction of the vast Canton map you chart out,
- the higher your final score will be.
-
- 2) PROFIT
-
- The second factor for success is financial. At the end of the game,
- the more cash, caravans and ships you have, the higher your score
- will be.
-
- A full Canton game lasts 240 turns, corresponding to a career of
- 60 years (shareware version lasts 60 turns, or 15 years). Depending
- on your final score, when you retire you will end up anywhere bet-
- ween a homeless bum or a Viceroy of the Colonies.
-
-
- G. RANDOM EVENTS
- -------------
-
- Just as in real life, events not under your control will happen in the
- Canton world. Messages pop-up to notify you of such events when they
- happen. Some events are good, others are bad. At beginner level only
- good events happen. As you increase the difficulty level adverse
- events will happen to you more often.
-
- 1) TREASURES
-
- When you have one or more caravans out exploring the edges of the
- known world, chances are you will discover treasures. These are
- ancient artifacts and other valuable archeological finds from lost
- civilizations, buried by centuries of weather and vegetation. Dis-
- covering these treasures will bring extra revenue to your company.
-
- The frequency of good fortunes does not depend on the difficulty
- level of the game. However you run into these random good fortunes
- only you have at least caravan exploring new terrains.
-
- 2) DISASTERS
-
- Adverse things can also happen to your caravans and ships: ships at
- sea may be lost in violent storms or attacked by pirates (see
- PIRATES below) and caravans may get struck by plagues. Such are
- the hazards of exploring and trading unknown lands.
-
- If you have warehouses or trade routes, scandals of all types
- (theft, embezzlements, etc.) and accidents (fire, flood, etc.) can
- cost you losses in revenue and merchandise.
-
- You can turn off disasters from the Main Menu CHANGE GAME OPTIONS
- when you first start the game. Although good fortunes occur at all
- play levels, no disaster occurs if your play difficulty level is
- set at 1 (Beginner). The frequency of disasters increases as the
- difficulty level is increased. The frequency of good fortunes does
- not change as difficulty level changes.
-
- 3) PIRATES
-
- Pirates are a hazard of sea travel. At any moment your ships may
- be attacked. Unlike other random events however, in pirate attacks
- at least you have a fighting chance through skill and preparation.
- When this happens the screen will switch to a bird's eye view of the
- ocean with your merchant ship and the pirate ship (marked with a
- Jolly Roger--skull and crossbow flag). Use the keyboard <Arrow> keys
- (not the JoyPad arrow buttons) to move your ship, and <Space Bar> to
- shoot. You don't have to aim (the cannons back then are not that
- accurate) but the closer you can get to the enemy, the better your
- chance of hitting the pirate ship (and vice versa).
-
- A wooden panel at the bottom of the screen shows the current status
- of your ship. The two short bar graphs to the left, HULL and MAST,
- indicate the integrity of the body and sailing apparatus of your
- ship. If you are hit by pirate shots these bar graph indicators
- reflect a decrease in your ship's physical condition. When either of
- them reach zero you lose the battle; you lose the ship itself with
- all on-board crew and merchandise.
-
- The 2 long bar graphs to the right, AMMO and TIME, indicate how much
- ammunition you have left and how much time is left in the fight. If
- you run out of ammunition before the enemy does, your only recourse
- would be to run away, fast. If you can keep from getting sunk until
- time runs out, the pirates get discouraged and will go away and
- leave you alone.
-
- Setting a higher game difficulty level gives pirate ships faster
- speeds. You can better defend your ships against pirates by hiring
- soldiers. For each pirate attack you have as many chances of either
- sinking or evading the pirate ship as there are soldiers on your
- ship. [ What does this last sentence mean? ]
-
-
- ===============================================
- I 5. ADVANCED FEATURES I
- ===============================================
-
- A. WAREHOUSES AND THE LOAD MENU
- ----------------------------
-
- Having warehouse strategically dispersed throughout the territory will
- help you replenish supplies for your caravans where cities are sparse.
- Warehouses also give your company the ability to produce goods, which
- you can in turn sell on the market. You can turn the currently selected
- caravan into a warehouse by clicking the BUILD button on the Control
- Panel. This conversion is irreversible and will cost you 16 coins and
- the caravan. Warehouses cannot move, and cannot be turned back into
- caravans. To remove a warehouse, click on the warehouse you want to
- remove, and then click on (C)ut in the Control Panel.
-
- A warehouse cannot produce goods unless properly staffed. After you
- put 4 peasants at a warehouse, that warehouse will produce 1 unit of
- food (grain or meat) per turn. Putting 4 artisans at a warehouse will
- enable it to produce 1 unit of tools or weapons per turn. However, due
- to overhead costs, adding more than 4 peasants or artisans will not
- increase the output for the warehouse. The maximum number of products
- that a warehouse can hold is 8 of each item.
-
- Suppose you have built a warehouse and it has 1 peasant in it. To add
- 3 more peasants to this warehouse, do the following. First, go buy 3
- more peasants. Move a caravan to a city and click TRADE. The Trade
- Menu appears. Select BUY, then click button #7 (peasants) three times
- to bring three peasants on board your caravan. Now exit the Trade Menu
- and move your caravan to your warehouse. Click LOAD on the Control
- Panel to bring up the Warehouse Menu.
-
- At the upper left of the Warehouse Menu, there are three buttons: LOAD,
- UNLOAD, and DONE. Click UNLOAD to move items from your caravan to your
- warehouse. Next click item button #7 to start unloading the peasants
- on-board your caravan to the warehouse. The number display for peasants
- under the CARAVAN column decrements with each click to show the number
- remaining in the Caravan. The number display for peasants under the
- STOCK column increments accordingly.
-
- Similarly, once your warehouse has produced some goods, you can use
- your caravans and the load menu to take those goods to nearby cities
- for sale.
-
-
- B. TRADE ROUTES AND THE ROUTE MENU (available with registered version)
- -------------------------------
-
- Trade routes give you the ability to delegate trading chores. Once you
- have established a profitable trade route, the increase of your fortune
- be done automatically via this trade route. This will save you the
- time and effort of having to manually move and trade back and forth
- between cities you have already explored. Setting up a trade route
- costs you 1 caravan (the caravan doing the setup).
-
- To set up a trade route, you must position a caravan at one of the
- trading cities. Then, click TRADE ROUTE on the Control Panel. Now
- click on the other city you want to trade with to bring up the Route
- Menu.
-
- At the top center of the Route menu, the average travel time and profit
- are shown. The average profit shows how much you make each time your
- caravan arrives at either city. The average travel time is how many
- turns it takes for you caravan to shuttle between the 2 cities.
-
- At the bottom center of the Route Menu are the market rates for each
- item at each of the 2 cities on your route. The 2 top left buttons:
- DON'T SETUP and SETUP, lets you setup the trade route, or forget it.
- Clicking DON'T SETUP returns you to the playing field without any
- changes. Clicking SETUP establishes a route between the 2 cities you
- selected. Your caravan will disappear, replaced by a dotted purple
- line between the 2 cities.
-
- The maximum number of trade route you can have is 36.
-
- GETTING INFO ON EXISTING TRADE ROUTES
-
- At any time you can get information on existing trade routes. First
- click INFO on the Control Panel, then click anywhere on the local map.
- A display menu pops up showing a list of your routes and a global map
- with the trade routes shown in purple lines.
-
- Once a route is setup it cannot be eliminated, so be careful with your
- choice of trade routes. In general you will make more profit by trading
- manually, at the expense of doing more work. On the other hand, as your
- company grows you may find these routes highly convenient.
-
-
- C. THE OPIUM WAR (available with registered version)
- -------------
-
- Fortune found in cookie: "Toward the middle of your career a great
- calamity will occur."
-
- Unscrupulous foreign trading companies (not yours, certainly) have been
- dealing the highly addictive narcotic, opium, in the Canton world.
- Citizens and the government of that world decide to declare war against
- all foreign powers. The result: all trading stops. All of your trade
- routes are destroyed, and it is impossible to buy and sell goods any-
- where, except at the port of Canton (the blue city) and at certain
- 'friendly' cities (see section BRIBING OFFICIALS).
-
- Fortunately the war fever exhausts itself after some time. A treaty is
- signed, the markets re-open for trade, and you can start rebuilding
- your company if it has survived the war.
-
-
- D. BRIBING OFFICIALS (available with registered version)
- -----------------
-
- As mentioned earlier, by planning ahead you can alleviate the effect of
- the Opium war. The BRIBE MAYOR button in the trade menu allows you to
- ensure that in case this great calamity occurs, this city will continue
- trading with your company. The cost is anywhere between 64 and 320 gold
- coins to bribe the mayor, depending on the difficulty level. It costs 4
- times the regular 'fee' to bribe the mayor during the war. A 'friendly'
- city is shown in green, a normal city is red, and Canton is blue.
-
-
- ===============================================
- I 6. OTHER TOOLS I
- ===============================================
-
- A. PIRATES MODULE
- --------------
-
- This module allows you to pratice fighting pirates. To start, make sure
- you are in the correct directory and type PIRATES <Enter>. The NNN logo
- appears. Press <Enter> to bring up the options screen appears. Use the
- <Up Arrow> and <Down Arrow> keyboard keys to move the cursor (not the
- JoyPad arrow buttons); use the <Space Bar> to select the speed for the
- pirate ship.
-
- When you are done setting the speed, press <Escape>. The battle begins.
-
-
- B. TEDIT MODULE (available with registered version)
- ------------
-
- This module allows you to change 1) the terrain features, and 2) the
- economy of the Canton world. To start, make sure you are in the direc-
- tory where you installed Canton, and type: TEDIT <Enter>. The NNN logo
- appears, press <Enter>. The Editor menu appears. The local and global
- map work the same way as in the Canton game, except there are no black
- squares.
-
- The Editor control panel has the following buttons:
-
- 1) EDIT ECONOMY, use this button to call up the Economy Menu (see
- ECONOMY EDITOR below).
-
- 2) NEXT TERRAIN, use this button to select the next terrain type.
-
- 3) PREVIOUS TERRAIN, use this button to go back to the previous
- terrain type. The current terrain type is displayed next to these 2
- buttons. Clicking on any grid cell in the local map causes the
- current terrain type to appear in that cell, with one exception:
- you cannot change the location of cities.
-
- 4) SAVE MAP, use this button to save the results of your edit session.
- To use the new map in the Canton game, type NEWMAP <Enter>. To res-
- tore the previous map, type OLDMAP <Enter>. Only one version of the
- map is saved. SAVE MAP will overwrite the last map modified.
-
- 5) EXIT TERRAIN EDITOR, use this button to quit.
-
-
- C. ECONOMY EDITOR
- ------------
-
- Clicking EDIT ECONOMY on the Tedit menu brings up the economy menu. At
- bottom right is the global map with light-green dots where the cities
- are located. The current city is shown in yellow. Use the NEXT CITY
- button at right of this map to select the next city.
-
- At the top right of the economy menu are four buttons: SUPPLY, DEMAND,
- QUANTITY, and PRICE. Use these buttons to select what kind of change
- you want to make to the current city. Note that you can select either
- SUPPLY or DEMAND but not both, and either QUANTITY or PRICE but not
- both.
-
- At top left are the ++ and -- buttons. Click one of these to select the
- direction of the change. You can only select one direction. Now click
- a button, numbered 1 to 9, corresponding to the item you wish to change.
- Your changes are immediately reported on the number displays in the 4
- columns at center.
-
- When finished, click the DONE button at upper left to return to the
- Tedit Menu.
-
-
- ===============================================
- I 7. A QUICK START I
- ===============================================
-
- Begin a new game. You will see your caravan (man-and-mule) icon position at
- Canton. The first thing you should do before setting out exploring is load
- up your caravan with load and things to sell. Click on (T)rade in the
- Control Panel. The TRADE Menu will appear. Buy all the grains and meats
- you can by clicking on #1 and #2 until the Supply amount decrements to zero,
- or when the Caravan inventory for that item reaches its maximum of 8. Each
- caravan can only carry up to 8 items of the same type. Note that before you
- buy, make sure the check marks the on BUY and not SELL button (BUY is the
- default setting), else you'll be selling the food from your caravan instead
- of buying it. Then buy say 2 units of salt, 2 units of Tools, and 2 units
- of Weapons. If Peasants, Artisans, or Soldiers are free, by all means,
- load up on them too. Notice that your COMPANY FINANCE status and your
- caravan inventory are updated accordingly.
-
- Before you leave the Trade Menu, note the prices of items you can buy and
- sell here; remember them so that you can "buy low sell high" when you find
- another city. When you are done, click on the DONE button at the upper left
- of the menu to return to the playing field.
-
- Now you're ready to go do some exploring to find a city to trade with.
- Let's go in the SW direction (ok, so we happen to know there's city around
- there). Click on the JoyPad arrow which points SW 5 times to move 5 grids
- in that direction. The pop up window announces that you are approaching a
- city. When you've finished reading the pop up, get rid of it with a click.
- If this is the first time you've encounted a new city, a second pop up will
- also display, showing the gates of the city and a peasant walking into it.
- Get rid of this pop up with a click. Notice on the local map now that the
- city is directly below you, so click the JoyPad button in the S direction
- to go there. Now, you're ready to trade, so click (T)rade in the Control
- Panel to the right. What do you know, TOOLs here sell for 8 gold coins! and
- you bought 2 units of TOOLs at 4 gold coins at Canton. You can make some
- profit by selling them here. Make your trading decisions and perform the
- trades as you want, load up on food if necessary, and click DONE when
- finished to return to the playing field.
-
- If you want to build a warehouse, move the caravan to where you want to
- build it, and click on (B)uild on the Control Panel. This will cost you 16
- coins and a caravan, and is irreversible (can't get your caravan back). You
- can, however, remove a warehouse by clicking on it, then clicking (C)ut on
- the Control Panel.
-
- Since you've just turned your only caravan into a warehouse, you'll need to
- get another caravan. Click on (A)dd in the Control Panel. A new caravan
- will appear at Canton (starting location for all caravans--since that your
- trading headquarter). Click on (T)rade and load up on food and some items
- to trade, then DONE to get back to the playing field. Now, let's see what's
- on the other side of the body of water to the East of Canton. To move
- across water, you must get on a ship. To load on a ship, double click in
- the direction you want to move. When you get back to land again, to dis-
- embark double click in the direction you want to move.
-
- And onward you go on the road to fame and riches ...
-
-
- ===============================================
- I 8. TECHNICAL SUPPORT I
- ===============================================
-
- Thank you for playing Canton. We hope you enjoy the game. We have made
- every effort to test our products before they reach you. In spite of this,
- we may have overlooked a few bugs.
-
- If you find a bug in Canton, we would appreciate hearing from you. Please
- send us a note, either via e-mail or snail mail, to:
-
- NNN Software
- P.O. Box 50544
- Lighthouse Point, FL 33074
- Internet: nnn@seq.com
-
- Please give as much detail as you can. We exterminate every bug we can
- repeat.
-