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- Conquest of the New World
- Brief programer's description document.
- Sample Version Description for Map Game, 6-13-95.
- (note: numerical values are preliminary and likely to change)
-
- Prepared by:
- Quicksilver Software, Inc.
- 17881 Sky Park Circle, Suite H
- Irvine, CA 92714
- (714) 474-2150
- Greg Marsters (ex. 44)
- Bill Fisher (ex. 11)
-
- CONFIDENTIAL: This document contains confidential information belonging
- to Quicksilver Software, Inc., Interplay Productions, Inc. and their
- partners or subcontractors, and may not be disclosed in whole or in part
- to any party without prior written permission. Copyright (C) 1995
- Quicksilver Software, Inc. All rights reserved.
-
- Note: Also read COMBAT.TXT and README.IPX
-
- Note: This is a pre-release version of the software. Many features are
- incomplete or under development, and bugs are known to be present in the
- code. The user interface is being refined now, and some features, such
- as the main map directory, are expected to be modified significantly.
- For any questions about precise functionality of features or how features
- will appear in the final release of the product, please feel free
- to call the developer. This document was created as a brief intro to
- the game and is not to be mistaken for a comprehensive guide to its
- present or future features.
-
-
-
- Creating a new game:
-
- Under the Select Game menu select New Game.
- Change Game name to desired label and set game options.
-
- Maximum Turns: Player with the highest score wins after
- completion of this turn.
-
- Winning Score: First player to reach this score wins. If two
- players reach this score in the same turn, the higher score
- wins.
-
- Native Tribes: Number of small independent native tribes sprinkled
- on the map. More tribes can prove useful in trading,
- but can interfere with colony building.
-
- Tribe Dispositions: Friendly tribes will trade with you, hostile
- tribes will protect their ranging grounds.
-
- Land & Water Seeds: Used in guiding random map construction.
- More land seeds create larger land masses. More water
- seeds break up the land masses and reduce their size.
-
-
- Resources Are: Affects levels of production obtained from
- buildings. Scarce resources require careful placement of colonies,
- Abundant resources let successful colonies be built
- almost anywhere.
- Movement is: Affects distance units can travel during a turn.
- The easier movement is, the quicker the world is explored.
-
- Select Create to begin adding players to the game.
- Select Add Player.
-
- Type Name of new player.
-
- Click on Nation button to change nation.
- Each nation will represent a unique set of player characteristics.
- Custom nation will allow a player to choose his own set.
-
- For custom nation, distribute points to activity bonuses and abilities.
- (see Winning The Game for details on activities and abilities)
-
- Select Add to add player to roster.
- Repeat for each player. Maximum of eight currently allowed.
- Click on 'Begin Game' to begin construction of the new game.
-
- Game Processing, Turn Editing:
- Selecting a player in the roster menu will allow the editing of that
- player's turn. All operations performed during edit time are likely to
- occur but can be thwarted by the actions of another player. When all
- players are done editing their turn, processing will automatically combine
- the turn edits of all players and form the next game turn to be
- played. Any combat events will be fought during this "Process time,"
- and the results will be reflected in the next turn. Battles between
- players on networked machines and solo human vs. computer games can use
- the combat sub-game to determine results. E-mail games will resolve
- combat by algorithmic means.
-
-
- The First Turn:
- For the first turn, a player will start with three explorer units
- (see Units:), one leader unit, three infantry, one settler unit, and a
- boat unit that contains them. The new world is to the left. To move
- the unit toward it, select the unit by clicking on it (an info window
- will pop up and the ship will flash), then click the mouse to the left
- of the boat. The boat will move to the point clicked upon. Continue
- this process until the boat encounters land. As you move the ship,
- placing the mouse cursor along the edge of the screen will cause the map
- to scroll in the indicated direction (see Map:)
-
- To place a contained unit on the land, click directory button in the
- units information window. (see Directory:) The selected unit will
- appear at the top of the list with its contents indented and listed
- below it. To place one of the explorer units on the land, click and
- drag it to the top of the list and let go on the text "map". The
- explorer will then be uncontained to the map. Note: this user interface
- is awkward but only temporary, soon direct draging to the map will be
- possible.
-
- Select the explorer unit and move around, revealing the map. Press
- the shift key to speed him up if you get impatient.
-
- When you have revealed an area of flat land, uncontain your settler
- unit the as you did the explorer, and move him into the open. When
- your unit is in the middle of a large flat area, you will be able to
- click on the Found Colony button under the Missions Menu. If found
- colony is not an option, move the unit around some more and try again.
- If you run out of move allotment, you will have to Process the turn and
- try again next turn.
- Once you have founded a colony, you can select your colony by
- clicking on the newly created City Center. From this menu you can see
- the commodity contents of the colony (see Commodities:) You can also
- build buildings (see Buildings:),perform trade, and view more detailed
- information about your colony from sub windows.
-
- Buildings:
-
- There are ten kinds of buildings:
-
- City Center: The building through which you access your colony.
- The city center determines the level of your colony for gaining victory
- points and sets the highest level that any building can be.
-
- Farm: For growing crops. Farms (and forts) are larger than other
- buildings and so can be more difficult to place. Farms are at their
- best near rivers and in open land.
-
- Metal Mine: For obtaining metal from the ground. Mines do best
- when located at the bases of mountains. Most gold mines discovered will
- lay nestled in a mountain cove. A source of running water nearby will
- improve your prospecting chances.
-
- Mills: For obtaining wood from forests. Mills also do well deep in
- forests next to moving water. Jungles are especially dense with trees.
-
- Commerce: For obtaining goods from other raw materials. Make sure
- you have a good supply of raw materials before constructing these buildings.
-
- Fort: For colony defense. Forts produce military units equal to
- their own level.
-
- Housing: Provide living space for units and a colonies labor population.
- Colonies also recruit new settler units here.
-
- Taverns: Taverns help keep the population happy and provide a
- source of prospective explorers.
-
- Church: Churches encourage immigration to your colonies and may
- convert nearby native tribes to your cause.
-
- All buildings must be constructed on flat land, except docks which
- must be placed on ocean adjacent to a significant amount of land.
-
- Buildings act as the user interface of the colony. The City Center
- is the main menu for the colony. Many options are available from here.
- Each other type of building, when clicked, will display its current status
- and offer a menu of command choices. All units appear in the colony
- the next turn after construction (This is obviously a problem with boats
- and will eventually be fixed).
-
-
-
- Commodities:
-
- There are five commodities: gold, metals, finished goods, wood, and
- crops. Gold is the generic currency used for the game. Metals are
- various ores and refined metals used in production. Goods are refined
- products of industry and commerce. Wood is general construction
- materials. Crops are field grown resources used for food, industry and
- commerce. Gold, metals, wood, and crops can all be produced directly
- from the land by their respective buildings. (see Buildings:) Goods
- are more difficult to obtain and require metals, wood, and crops to manufacture
- them.
-
-
-
- Map:
-
- The world is a 255X255 terrain gridded map with each grid having
- 128X128 atomic positions. The map is viewed at a 45 degree skew with
- the furthest facings of topography being seen edge on. A map tool with
- arrows can be used to scroll the map up, down, left and right. Diagonal
- arrows are used to zoom in and zoom out. Placing the mouse cursor
- against the edge of the screen will also cause the map to scroll in the
- indicated direction. The center of the map tool will adjust the distance
- covered by the scroll arrows.
-
- The terrain types of the map are: grass, forest, mountain, jungle,
- desert, ocean, lake, river, and frozen. The map is randomly generated
- from a seed value that will be shareable with friends. Other map controls
- will include land to water ratios, brokenness of land, resource
- availability, native tribe frequency and friendliness (or lack thereof).
-
-
- Units:
-
- Units are things on the map that can be selected and moved about by
- the player. The basic types of units are: infantry, cavalry, artillery,
- explorers, colonists, and leaders. Selecting a unit brings up an
- information window that list its type, level, who owns the unit (Allegiance),
- information on containment (number units organized for leaders,
- cargo for ships). Clicking on the map will cause the unit to move
- toward that destination. Clicking and dragging units will also move
- units around on the map. This method makes it possible to move units
- onto other units. The Move Allotment bar shows how much the unit has
- move in the current turn and how much remains. As the unit moves it
- will reveal unexplored grids of the map. Explorer units and ships can
- be given exploration missions to automatically explore the map. The
- auto activate button causes a unit to actively pursue its mission the
- moment the player begins editing his turn. Otherwise a player must
- select the 'Missions On' button from the main menu to start units on
- their missions.
-
-
- Directory:
-
- The directory is currently under development. To group and ungroup
- units, click and drag, then release on desired locations for units.
- Messages will appear at the top of the screen as to why certain operations
- will fail. If the directory is accessed from a unit information
- window, that unit will be selected (red) in the directory.
-
-
- Unit Missions:
- Unit missions control unit behaviors other than simple movement on
- the map. The Path mission is to assign a unit to follow a path to its
- end. If the unit cannot reach the end of the path in a single turn, it
- will pick up the path where it left off in following turns. What paths
- will entail is still under design and development.
-
- Found Colony tells settler units to begin a new colony. Leader
- units containing settler units will have the found colony mission as an
- option. Once the turn has been processed and the colony has been established,
- the settler unit will convert into labor population for the
- colony.
-
- Acquire tells military units to attack and 'acquire' something.
- This currently can only be done with opponent colonies.
-
- Destroy tells military units to attack and destroy something. This
- currently can be done with any opposing military targets. Ship combat
- is not currently implemented.
-
- Auto Activate causes a unit to pursue his mission the moment a
- player begins editing his turn. This is useful for explorers and units
- on long paths. The Missions Off button on the main menu will still
- effect these units.
-
-
- Trade:
- Trade is the exchange and transportation of commodities between your
- own colonies and the colonies of other players. Limited trade is also
- possible with the native tribes near a colony. Trade generates Crates,
- which transport commodities from one location to another.
-
- Trade options are reached from the 'Trade' button under the city
- center (Capitol) menu. The trade options will be:
-
- Direct Trade: For transporting commodities between your own colonies,
- Trading with your mother country, and trading with nearby native tribes.
-
- New Market Trade: For posting your own offers to buy or sell, or
- responding to offers made by other players on the market.
-
- Market Trade Results: for viewing the status of your current
- standing offers, and the results of responses to offers made by other players.
-
- Crates: Shows all incoming crates to a colony. Crates are an
- abstraction of being forced to literally having to put stuff in a unit, move it somewhere,
- then unload it. Crates are not seen but can be intercepted (not implemented yet)
- and tariffed (basic implementation only).
-
-
- Trade Paths, Operations, Quantity:
-
- Two colonies that wish to trade must be able to establish a trade
- path between them. Trade paths can be by land or by sea. Land trade
- paths can be established only if an explored route exists between two
- colony capitols. Sea trade paths can be established only if an explored
- route exists between two docks of the trading colonies. Direct trade
- with the mother country requires a trade path from a dock to the
- starting position of the players initial boat position.
-
- A trade operation is any one act of trade with the exception of
- trading with the native tribes (not to be confused with the native
- nation player... which is not implemented yet anyway). Direct trade
- between two colonies of a player will count as one trade operation for
- each colony (two total). Market trade requires one operation to place
- proposals on the market and one operation to respond to an offer. The
- number of trade operations a colony can perform is indicated at the top
- of the Trade menu as Trade Capacity.
- The maximum quantity of any trade is set by the lower level of the two
- parties involved. The Mother country has an unlimited trade quantity,
- colonies are limited by the level of their capitol building.
-
-
-
- Winning The Game:
-
- To win a game a player must either posses more victory points than
- his rivals upon completion of the last turn or obtain the winning number
- of victory points before his competitors. Ties occur only when
- identical winning scores are achieved.
-
- Victory points are obtained though four activities and a players
- abilities. The four activities are colony development, exploration of
- the world, successful diplomatic actions, and destruction of enemy units
- in combat. Colony development accumulates 1 victory point for every
- level of city center per colony per turn. Exploration adds 1 victory
- point for every 10 grids of the map you revealed before your competitors,
- and for naming map objects (long rivers, tall mountains, great
- lakes, etc.), Combat gives 10 points for every level of opponent units
- destroyed.
-
- The special abilities available to players are:
-
- Miser:1 Victory point for every 10 gold held within colonies is
- awarded to the player. If the gold is spent or lost to another player,
- the points are lost as well.
-
- Builder: 1 Victory point for every level of buildings within colonies
- is awarded to the player. if the buildings are demolished or lost,
- the points are lost as well.
-
- Conqueror: 10 Victory points accumulated for each level of a colony
- conquered. These points, once accumulated, cannot be lost. Small indigenous
- populations count as level 1 colonies.
-
- Pacifist: 1 Victory point accumulated for every level of colonies
- owned minus 1 point for every level of military units the player owns.
- If the player sustains a negative accumulation long enough this score
- can become negative and subtract from the player's total score.
-
- Ally: For each other player that is an ally, 10% of their activity
- victory points will also count toward the players own victory point
- total.
-
- Revolutionary: If independence is achieved, an additional 10% bonus
- is added from the players own activity scores.
-
- Trader: 1 Victory point is accumulated for every unit of commodities
- sold or bought by the player on the free market. These points, once
- accumulated, cannot be lost.
-
- Missionary: 10 Victory points per level of churches in a players
- colonies plus 100 points for every converted native tribe. If the
- churches are demolished or lost or the converted tribes are destroyed,
- the victory points are lost as well.
-
- Trickster: 5% bonus from the players activity points is added to his
- score, but does not show up on the score total that is shown to all
- other players.
-
- Diplomat: 100 Victory points for each Diplomatic level above neutral
- standing with other players. Minus 50 Victory points for each
- diplomatic level below neutral. Negative victory points can be
- achieved.
-
- Pirate: 1 Victory point is accumulated for every 10 points of commodities
- (loot) that is taken from other players.
-
- General: 10 Victory points for every level of an opponents leader is
- accumulated when a player is victorious in battle.
-
- Spy: 10% of the game leaders victory score displayed to all other
- players is also added to the players own victory score. If the player
- is leading the game he gets 10% of his own activity points. Any time a
- player with the spy ability is the leader, all other players with the
- spy ability get no additional points.
-
- Colonist: Receives 15% of his activity scores while he remains with
- his mother country. Declaring independence will render this ability
- useless.
-
- Gambler: Player accumulates 1% of his activity points each turn.
- If the player can not win the game by the last turn, the value becomes
- negative and counts against him for highest score ranking. Only available
- when a game has both a turn limit and a winning score.
-
- All subtotals and specific ability scores are only known to the
- player. All other players only see the final victory point total.
- Abilities deriving their points from activities scores take a percentage
- from the combined values and respective bonuses.
-
- Declaring independence will be worth a preset number of victory
- points that will be significantly high, if you survive to enjoy them.
-
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