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- Type a topic number, name or other key word to search for. When
- it's found, hit TAB for next occurrence, or scroll thru lines of
- text: hit RETURN to scroll down, BACKSP to scroll up (hit ESC to
- quit scrolling). At "Topic" box, hitting RETURN exits Help.
-
- Main Topics 2) INPUT FIELDS 4) CALCULATIONS
- 1) SCREEN 3) RESULT FIELDS 5) COMMANDS
- 1) SCREEN
- Procedure
- Enter desired amounts in INPUT fields (above the bar)
- Press RETURN each time you want to see recalculated
- RESULTS (below the bar) based on these inputs.
- When satisfied, move cursor to COMMAND field (see COMMANDS)
- and press RETURN for results of the decisions made here.
- Layout
- Above the bar: Data-entry fields (INPUT FIELDS).
- Below the bar: Display-only fields (RESULT FIELDS).
- Inside the bar
- 'Command' : For entry of commands (see COMMANDS section).
- Dialog Box: When a command is entered, box opens up.
- Year : Current year, with 'Royal Council' message.
- Moving between fields
- TAB Key : Moves to next field in sequence.
- BACKTAB : (Shift-TAB) moves to previous field.
- U & D Arr: Moves to field just above or below.
- HOME Key : Moves to the upper left-hand field.
- Editing within a field
- R Arrow: Moves the cursor right one space at a time.
- At right end of field, cursor will tab to next field.
- L Arrow: Moves left one space if cursor is not in Col 1;
- Otherwise, it will tab to the previous field.
- ESC Key: Moves cursor back to Col 1.
- BACKSP : "Destructive." Deletes character to the left.
- DEL Key: Deletes character under the cursor.
- ^Y : Deletes all to the right of cursor position.
- INS Key: Toggles between Insert and Overwrite modes.
- Equivalent keys
- Arrows : "Wordstar diamond." L,R,U,D = ^S,^D,^E,^X
- TABS : TAB,BACKTAB = ^R Arrow,^L Arrow
- INS Key: ^V
- DEL Key: ^G
- Status line ( line #24 )
- 'Field' : Shows sequence-number of current field.
- 'Col' : Shows cursor's position in current field.
- 'Overwrite'/
- 'Insert': Shows current editing mode.
- 'CAPS' : When lit, shows CAPS LOCK is on.
- 'NUMS' : Same for NUM LOCK.
- Rt side : (Col 45-80) Various error and help messages.
- //
- 2) INPUT FIELDS
- PLANT (Crops): Acres to cultivate.
- Each acre requires three bushels of grain for seed.
- One farmer can plant two acres.
- BUILD (Canals): Acres to build irrigation facilities on.
- Construction for each acre requires four men.
- STORE (Grain): Bushels to save for next year.
- TRADE (Grain): Bushels to buy or sell.
- Positive number is a purchase; negative, a sale
- Every 1000 bushels requires two men to transport it.
- RECRUIT: Number of men to train for next year's army.
- It costs three talents to train each recruit.
- MOBILIZE: Number of troops sent for war or reconnaisance.
- It costs two talents per soldier mobilized.
- These troops will not be available to fight invaders.
- (See COMMANDS for giving them their orders).
- //
- 3) RESULT FIELDS
- SUBJECTS: Total population for the current year.
- FARMERS: Manpower available for planting and building.
- SOLDIERS: Number of troops available to fight invasion.
- LAND: Total land for the current year.
- TO PLANT: Maximum acreage that can be cultivated.
- IRRIGATED: Acres for which irrigation canals have been built.
- GRAIN: Bushels of grain left for feeding the populace.
- SEED: Bushels of grain used for seed.
- PER CAP: Size of an individual's allocation of grain to eat.
- GOLD: Balance of gold in treasury after expenses and trade.
- EXPENSES: Costs of military recruiting and campaigning.
- PRICE: Trading price of grain for current year.
- //
- 4) CALCULATIONS
- (How RESULTS are related to INPUTS)
- FARMERS:
- Total population (SUBJECTS)
- Minus military (RECRUIT, SOLDIERS, MOBILIZE)
- Minus manpower demanded by BUILD and TRADE
- SOLDIERS:
- Opening quantity
- Minus MOBILIZEd troops
- TO PLANT:
- Two acres for every FARMER, or
- Acres of LAND currently held,
- whichever is less.
- IRRIGATED:
- Opening quantity
- Plus number of acres entered in BUILD
- GRAIN:
- Opening quantity
- Minus SEED
- Minus or plus (as shown) amount in TRADE
- Minus amount in STORE
- SEED:
- Three times amount entered in PLANT
- PER CAP:
- GRAIN divided by SUBJECTS. If this is below 10, people will
- starve, increasing the chance of riots and stolen grain.
- GOLD:
- Opening quantity
- Minus EXPENSES
- Plus or minus (as shown) the amount TRADE times PRICE
- EXPENSES:
- Three times RECRUIT
- Plus two times MOBILIZE
- PRICE:
- Fixed for the duration of each year.
- //
- 5) COMMANDS
- 'Command: ' (Single-character commands)
- RET: Closes current Royal Council and enacts its decisions.
- / : Opens dialog box for orders to MOBILIZEd troops.
- Also opens if troops are MOBILIZEd when Council closes.
- ? : Calls up the Help facility.
- Q : Quits the game. Will double-check with you.
- 'Orders: ' (Dialog box)
- Usage:
- ATTACK and SCOUT must be given with a direction, i.e.,
- NORTH,SOUTH,EAST and WEST. N,S,E,W may also be used.
- ATTACK:
- Number of troops entered in MOBILIZE will fight the
- country lying in the specified direction. Gains, losses
- and other information will be reported.
- SCOUT: (also RECON)
- Reconnaissance by soldiers MOBILIZEd in given direction.
- They will report estimated troop strengths,
- approximate size and wealth of the domain, and
- apparent hostility (i.e., likelihood of attack).
- Accuracy of report improves with number of soldiers sent;
- this holds true up to about 100 troops sent.
- Results of reconnaisance is stored and can be called up
- by the REVIEW command.
- REVIEW: (also REV)
- Will show a table summarizing reconnaisance done so far.
- Remember that neighboring countries are "live" -- their
- wealth and population fluctuates according to much the
- same rules as your own country. Troops increase according
- to population and hostility-factor. Land changes according
- to the success of their invasions.