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- ▀█▀ Copyright (c) 1990 by Bentley C. Griffith.
- █▀▀█▀▀▀ All rights reserved worldwide.
- █ █ ▀█ Esterian Conquest is a Trademark of Griffith
- █▄▄█▄▄█ International.
- ▄█▄ Player's Guide written by Joel B. Cohen, Ph.D.
- First Edition, December, 1990.
-
- Published by: Griffith International, P.O. Box 530203,
- Birmingham, AL 35253
-
-
-
-
-
- THE ESTERIAN CONQUEST(tm) WEALTH OF FEATURES.
-
-
- Welcome to Galactic Battle in the fast lane. Command the
- forces of a planetary empire, plan your campaign, colonize
- new worlds and defeat your enemies. Your goal is simple:
- Conquer and rule the galaxy. We think you'll agree that
- the combination of sophistication and ease of use makes
- ESTERIAN CONQUEST unique among on-line games:
-
-
- MULTI-PLAYER CAPABILITIES: Up to 25 players can enter their
- moves simultaneously with few or no delays. Call as often
- as you like and alter your moves if you change your mind.
-
- REALISTIC ACTION: Sophisticated simulations of battle,
- planetary growth, and espionage make you feel like you are
- really there. Command 7 types of ships. Order your
- fleets on 13 possible missions. Have total control of
- your planets: direct their production, set tax levels,
- and build defenses.
-
- ADVANCED, YET EASY TO USE: Enter commands through well-
- structured menus. Optional ANSI graphics are available
- for all menus and charts. Issue multiple commands on one
- line -- the program will remember and process them. Use
- expert mode for speed. Get on-line help for any menu.
-
- EXTRAS THAT GO THE FULL NINE YARDS: Send messages to other
- players with the built-in text editor. Use autopilot mode
- to care for your empire if you are away for a while. See
- the results of your missions in word-wrapped, realistic
- messages.
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- ESTERIAN CONQUEST(tm) PLAYERS GUIDE
-
-
- TABLE OF CONTENTS
-
-
- PROGRAM FEATURES . . . . . . . . . . . . . . . . . . . . ii
-
- INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . 1
-
- BACKGROUND . . . . . . . . . . . . . . . . . . . . . . . 1
-
- THE GAME . . . . . . . . . . . . . . . . . . . . . . . . 2
- Number of players
- Object of the game
- How to achieve your goal
- The playing field (Galaxy)
-
- THE PLAY . . . . . . . . . . . . . . . . . . . . . . . . 3
- Starting the game
- Game Time - The Round
- What you can do in a round
- Winning
- Losing
- Marginal existence
-
- BASIC FEATURES . . . . . . . . . . . . . . . . . . . . . 4
- The forces at your command
- Combat
- The possible fleet missions
- Some strategy hints for the beginning of the game
- Some Middle to Endgame strategy hints
-
- REFERENCE . . . . . . . . . . . . . . . . . . . . . . . 10
- The program menus
- Planning your moves off-line
- How to colonize a raw (unoccupied) planet
- How to defend your planet from attack
- Building and commissioning fleets.
- Spying on your opponents
- Conquering an enemy's planet
-
- CONCLUSIONS . . . . . . . . . . . . . . . . . . . . . . 16
-
- APPENDICES . . . . . . . . . . . . . . . . . . . . . . . 17
- A. Quick reference sheet
- B. ROE (rules of engagement) settings
- C. Feedback/suggestions sheet
- D. Registration of Esterian Conquest(tm)
- E. Esterian Conquest(tm) order form
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- ESTERIAN CONQUEST(tm) PLAYERS GUIDE
-
-
-
- =============================================================
- INTRODUCTION
- =============================================================
-
- Esterian Conquest has become the most popular game on
- almost every BBS on which it is available. To our knowledge,
- it is the most sophisticated on-line game for multiple
- players and yet remains easy to play. This manual covers the
- basics you need to play Esterian Conquest and has reference
- sections for those who wish to read more in-depth material.
- Although the rules for play are learned quickly, it is up to
- you to create and discover the best strategies for winning.
-
- NOTE: For those wishing only "Quick Start" information, read
- the "ECQSTART.DOC" file that came with this manual.
-
-
-
- =============================================================
- BACKGROUND
- =============================================================
-
- The year is 3000. The powerful Esterians ruled the galaxy
- for over five centuries and then suddenly and mysteriously
- disappeared. Their unexpected absence quickly led to the
- collapse of the interplanetary government. Over the last
- hundred years, the vast Esterian empire has decayed into a
- collection of one-planet "mudpie" kingdoms.
-
- Recently, the mood in the galaxy has shifted: The people
- desire the greatness they once had and they seek a leader who
- can bring them from civil disorder to power. Unfortunately,
- no one can agree on who this leader should be.
-
- The planetary kingdoms held a galactic conference where
- each brought their own candidate for emperor. The conference
- was a complete failure and ended with outright threats and
- declarations of war. It become clear that one has to tame
- the galaxy to become emperor.
-
- In this game, you are the leader of a planetary kingdom.
- Your people are ready to follow you to victory (either
- because of your great charisma or your iron fist). The odds
- are against you (there are up to 25 competitors for galactic
- rule), but if you are not annihilated, and plan your
- strategies well, you may indeed attain the emperor's crown
- and achieve the Esterian Conquest.
-
-
-
- 1
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 2
-
- =============================================================
- THE GAME
- =============================================================
-
- NUMBER OF PLAYERS:
- -------------------------------------------------------------
- The game can be played with 4, 9, 16, or 25 players.
-
-
- OBJECT OF THE GAME:
- -------------------------------------------------------------
- Become the ruler of the new Empire by one of the two
- following methods:
-
- 1. Have all the other players surrender & acknowledge you
- as Emperor.
-
- 2. Fight to the "bitter end" by wiping out all other
- serious contenders and forcing the remaining empires to
- surrender.
-
-
- HOW TO ACHIEVE YOUR GOAL:
- -------------------------------------------------------------
- Hold enough planets through conquest or colonization to be
- recognized as emperor. Defeat the space fleets and
- conquer the planets of any players who oppose you.
-
-
- THE PLAYING FIELD (GALAXY):
- -------------------------------------------------------------
- The galaxy is a square grid whose size depends on the
- number of players (a 4-player game will have an 18 x 18
- grid, while a 25-player game takes place on a 45 x 45 grid
- of boxes). Each box (or SECTOR) is approximately 1 square
- light year and will either be empty or will contain one
- solar system. At the start of each game, the computer
- generates the positions of the solar systems in the
- galaxy. Every solar system has one planet which can be
- colonized. Generally, the total number of solar systems
- is 5 times the number of players.
-
- The planets provide the raw materials you use to build
- your fleets and armies. Each planet has a different
- amount of available resources for production (measured in
- PRODUCTION POINTS that can be generated in a year). The
- planets range in potential production from 10 to 150
- points.
-
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-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 3
-
- =============================================================
- THE PLAY
- =============================================================
-
- STARTING THE GAME:
- -------------------------------------------------------------
- You begin owning 1 planet (your homeworld) with a current
- production level of 100 points per year. You also start
- with four fleets: two consisting of a colonizing ship
- (ETAC) and a cruiser and two containing one destroyer.
- Set a tax rate (65% is recommended) for the planet to
- generate production points. By spending these points to
- build ships, armies, ground forces, and starbases, you can
- launch your campaign of galactic domination. As you
- colonize new planets, you will want to lower your tax rate
- (sometimes almost to zero) to facilitate faster growth of
- resources on your new planets.
-
-
- GAME TIME - THE ROUND:
- -------------------------------------------------------------
- Each round is equivalent to one year of game time. The
- players enter their orders for the year. The game stores
- these orders and processes them simultaneously during its
- maintenance period at the end of the round. The Sysop
- determines the time of day to run maintenance. Up until
- the end of the round, players can enter and change their
- moves at will. There is no advantage to entering moves
- earlier or later so long as they get entered before the
- round maintenance occurs.
-
- During maintenance, the game carefully plots all players'
- movements and battles. In the case of a battle, it
- actually plays the movement of each army or ship in a
- fleet individually. It tallies the results and displays
- them as messages for the players on the following round.
- The real-life time between rounds is decided by your
- Sysop, but can be as frequent as one round per day.
-
-
- WHAT YOU CAN DO IN A ROUND:
- -------------------------------------------------------------
- 1. Administrate your planets: order what the planet should
- build for the year, commission fleets, set production
- levels for the year.
-
- 2. Order your fleets: colonize raw (uninhabited) planets,
- merge or detach ships from your fleets, fight enemy
- fleets, spy on opponents, or conquer inhabited planets.
-
- 3. Communicate with other players: You can often spare
- yourself from attacks or get aid from others by setting
- up alliances, non-aggression pacts, or diplomatic
- negotiations with other players. Do not underestimate
- the power of diplomacy and misinformation (some call it
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 4
-
- lying). Stalling an opponent can sometimes win you
- enough time to recall a fleet to protect your world or
- to put him off-guard while you attack.
-
- 4. Turn on AUTOPILOT from the GENERAL MENU and the
- computer makes moves for you. All fleets or planets
- with orders will continue until they are fulfilled.
- Those without standing orders take defensive positions.
-
-
- WINNING:
- -------------------------------------------------------------
- You win by getting the other players to recognize you as
- Emperor through your winning diplomacy (or your foot on
- their throats).
-
-
- LOSING:
- -------------------------------------------------------------
- You lose if all your armies, fleets, and planets are
- conquered.
-
- If you lose all your planets and have no fleets that can
- capture new planets you are considered DOOMED. You can
- still cause damage with your fleets but it is only a
- matter of time before you are wiped out since you have no
- planets to replace any ships you lose.
-
-
- MARGINAL EXISTENCE:
- -------------------------------------------------------------
- If you lose all your planets but you own fleets capable of
- capturing new planets, you can conquer a weak planet and,
- hopefully, develop it into a new empire.
-
- Similarly, if all your armies and fleets are destroyed,
- but you still own one or more planets, you can build more
- armies and fleets. However, you are very vulnerable to
- attack. This is why building planetary defenses is
- important.
-
- The Sysop can set the computer to take control of your
- empire and play it for you if you fail to log into the
- game 21 turns in a row. You then have to ask your Sysop
- to get your empire back.
-
-
- =============================================================
- BASIC FEATURES
- =============================================================
-
- THE FORCES AT YOUR COMMAND:
- -------------------------------------------------------------
- You control five major types of objects: Planets, Ships,
- Starbases, Armies, and Ground Batteries.
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 5
-
- PLANETS provide the resources for building ships, starbases
- ground batteries and armies. They are rated by how much
- can be produced on them in one round (game-year).
- POTENTIAL PRODUCTION is the maximum number of production
- points that could be generated in a round with factories
- working at 100% efficiency. CURRENT PRODUCTION is the
- number of production points that can be generated in a
- game round by factories at their present efficiency level.
-
- You impose taxes on your planets to generate production
- points for military building (ships, bases, troops, etc.).
- For example, setting your tax rate to 60% on a planet with
- a current production level of 50 will generate 30 points
- for building in the next round.
-
- SHIPS are organized into fleets and serve a variety of
- functions. A fleet can be as small as one ship and as
- large as 3,000 ships of mixed types. A fleet moves as
- fast as its SLOWEST member. For example, A Fleet of 10
- destroyers (speed of 6) and 1 ETAC (speed of 3) has a
- maximum speed of 3.
-
- There are 6 types of starships -- 3 combat types and 3
- specialized types. The smaller ships tend to be faster as
- a rule. Below is a list of the different ship types,
- their size (S,M,L), maximum speed (sectors/round), cost to
- build (in production points), and suggested uses.
-
- DESTROYER: Small, fast (speed=6), inexpensive (5 points)
- combat ship. Best for attacks on unarmed starships
- where they can overtake them. Their speed also gives
- them a chance to outrun more heavily armed fleets.
-
- CRUISER: Medium size combat ship. About 3 times more
- powerful than a destroyer, costs more (15 points) and
- is a bit slower (speed=5). The cruiser is a good
- compromise between speed and power. It is powerful
- enough to hit what it can't outrun (destroyers) and is
- fast enough to outrun what it cannot outgun
- (battleships).
-
- BATTLESHIP: The anchor of any serious star fleet. Large
- combat ship. Three times more powerful than a cruiser,
- expensive (45 points) and slow (speed=4).
-
- SCOUT: Small, fast (speed=6) with excellent sensors and
- stealth capabilities. Expensive (15 points), but
- useful for reconnaissance and difficult to detect by
- enemy fleets.
-
- TROOP TRANSPORT: Medium size intermediate speed ship
- (speed=5). Inexpensive (5 points). Used exclusively
- to move armies from one planet to another. It holds
- one army and is not armed. This ship is necessary for
- INVADING or BLITZING a planet.
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 6
-
- ETAC (Environmental Transformation And Colonization):
- Large, slow (speed=3), expensive (15 points) ship used
- to terraform and colonize raw (uninhabited) planets.
-
-
- STARBASES are large fortresses which play special roles.
- Within a solar system, starbases protect and enhance the
- planet. A planet with a starbase orbiting can withstand
- tax burdens better. The starbase also allows a planet to
- overproduce. Normally, a planet cannot spend more points
- than its current production level (factories can usually
- only function at their levels). However, a starbase
- allows a planet to build up to 5 times its current
- production level (if you have stored up that many
- production points on the planet). Finally a starbase
- enables a planet to increase its current production level
- faster if the planet is not yet producing at its maximum.
-
- Outside the solar system, a starbase gives surveillance
- reports on any alien fleets it finds. It cannot attack
- since it moves very slowly (1 sector per round), but
- it can defend itself. A starbase has slightly more fire
- power and can withstand more hits than a battleship.
- Starbases cost 50 production points to build.
-
-
- ARMIES have two duties: (1) guard your planets from enemy
- invasions and blitzes and (2) invade or blitz enemy
- planets. When your armies fight enemy armies on any
- planet, whomever survives owns the planet. They cost 2
- production points to build.
-
-
- GROUND BATTERIES are land-based cannons that defend planets
- against hostile starships. Even though they cost 20
- production points, they offer more "firepower per dollar"
- than any starship in the game. Their firepower is
- slightly less than that of a battleship. Their major
- disadvantage is that they cannot move and therefore are
- easier to hit.
-
-
- COMBAT:
- ------------------------------------------------------------
- Any fleet with a combat ship (a destroyer, cruiser, or
- battleship) can engage in battle. You can specify how
- aggressive you want your fleet to be when you assign its
- ROE (Rules of Engagement). An ROE of zero means the fleet
- will avoid everything at all cost. An ROE of ten means
- the fleet will attack anything, even if it is greatly
- outnumbered. Appendix B lists all of the ROE levels.
- Win or lose, a fleet will send you a report whenever it
- sees an enemy. Usually, the stronger fleet wins, but
- sometimes a weaker fleet may surprise a stronger one and
- prevail.
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 7
-
- Your fleets may initiate attack on another fleet if you
- declare the owner of the other fleet to be an enemy.
- However, your fleets will always fight back if attacked.
- Your fleets will initiate attacks if another player's
- fleets enter one of your solar systems, or if they try to
- enter or leave a planet that your fleet is blockading.
-
-
- THE POSSIBLE FLEET MISSIONS:
- -------------------------------------------------------------
- You can order a fleet on one of 13 missions. Some
- missions require certain types of vessels. After each
- mission name, the required vessels follow in parentheses.
-
- NONE: (All ship types). Hold position and do nothing.
-
- MOVE FLEET: (All ship types). A fleet will move towards
- the specified sector.
-
- SEEK HOME: (All ship types). A fleet will move to the
- nearest planet you own. Should that planet be taken over
- by an enemy, the fleet will move to the next closest
- planet you own.
-
- PATROL A SECTOR (All ship types). Move around a sector (but
- not within a solar system even if the sector has a one)
- and attempt to intercept any ENEMIES traveling through.
- If your fleet sees anything, it sends a report to you.
-
- GUARD A STARBASE (combat ships). Move to and escort a
- specified starbase. Help the starbase in a fight. This
- is useful if the starbase is guarding a planet so that the
- combat ships work in coordination with the base. A fleet
- guarding a starbase may leave it if they have a high ROE
- and an enemy fleet comes close to their solar system.
-
- GUARD/BLOCKADE A WORLD (combat ships). Prevent alien contact
- with the planet you guard, including its owners if the
- planet does not belong to you. This mission is primarily
- used to guard your planets from attack by other fleets.
- However, blockading a planet that belongs to another
- player is a way to intercept that player's ships which are
- launching from or landing on his/her planet.
-
- BOMBARD A WORLD (combat ships). Pound the world, destroy its
- production and anything orbiting the world, including
- recently built ships stored in stardock.
-
- INVADE A WORLD (combat ships and troop transports with
- armies). This is a three stage battle: (1) Pound and
- destroy all the world's ground batteries (cannons), (2)
- pound the population centers a little to soften resistance
- and take out enemy armies, then (3) send in troop
- transports to drop off your armies, but ONLY AFTER all
- ground batteries have been destroyed. This damages the
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 8
-
- planet and gives them time to sabotage their industry
- before you take over. You succeed if you destroy all
- ground batteries and then your armies defeat their armies.
-
- BLITZ A WORLD (troop transports with armies -- combat ships
- recommended). Try to infiltrate your armies onto the
- planet by dodging their ground batteries or distracting
- them. You succeed if your armies defeat their armies.
- Since this form of attack is so quick, there is less
- damage to the planet since the enemy does not have time to
- sabotage their factories and since your combat ships do
- not pound the surface very much.
-
- VIEW A WORLD (all ship types). Go to the edge of a solar
- system and do a long-range scan of the planet to find out
- its potential production and who owns it. Then back off
- into the deep space area of the sector.
-
- SCOUT A SECTOR (requires at least one scout ship). Go into
- deep space of a sector (and not inside any solar systems)
- and look for alien fleets. It will not engage enemy
- fleets. This is less effective than the PATROL SECTOR
- order, but the scout ship is less likely to be noticed due
- to its stealth, especially if you use a fleet made of only
- one scout ship.
-
- SCOUT A SOLAR SYSTEM (requires at least one scout ship). Use
- the scout's stealth equipment to get close to a world and:
- (1) count ground batteries and armies, (2) Estimate
- planet's current production and stardocks for currently
- built ships, and (3) Scan the solar system for fleets. A
- fleet made of only one scout ship is least likely to be
- detected because of the scout's stealth capability.
-
- COLONIZE A WORLD (requires at least one ETAC). Terraform and
- colonize a raw (unowned) planet. If the world is already
- owned when you get there, it will report who owns it and
- its potential production and then leave the solar system
- and await new orders.
-
- JOIN ANOTHER FLEET (all ship types). The ordered fleet will
- seek out a specified host fleet and merge with it when
- they meet.
-
- The fleet missions are summarized and arranged by mission
- number in Appendix A of this Player's Guide.
-
-
- SOME STRATEGY HINTS FOR THE BEGINNING OF THE GAME:
- -------------------------------------------------------------
- PRINT OUT A STARMAP. You can choose to have the game display
- the entire galaxy map on the screen. You can use your
- telecommunications program to capture the display and then
- print the map. This greatly aids your ability to plan
- your actions and plot the actions of the other players.
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 9
-
- BUILD ETACS. Everyone starts with only one planet. Since
- there are 5 times as many planets in the galaxy as there
- are players, there are many uncolonized planets. Early
- moves should focus on building the Colonizing ships
- (ETACs) which terraform uninhabited planets and build
- factories on the new planets for later production. Your
- ETACs will also tell you if they discover that a planet
- has already been colonized by another empire. You can
- record that information on your map for later attacks.
-
- SET THE TAX RATE FOR YOUR EMPIRE. You build equipment by
- spending the production points you get through taxes on
- your planets. All your planets are assigned the same tax
- rate (to avoid jealousies in your unstable empire). You
- can set a tax rate from 0 to 100%, but it is not
- recommended that you set it higher than 65% or some of
- your planets' production may suffer. If your planet has a
- starbase, it may endure a tax rate of 67% to 70%, but
- there is no guarantee.
-
- There is a trade-off in setting your tax rate. High taxes
- give you more points to spend on equipment. However,
- newly colonized planets start with CURRENT PRODUCTION
- much lower than the planet's POTENTIAL PRODUCTION. These
- current production levels grow much faster when taxes are
- low. Thus, you have to choose between getting immediate
- production gain by setting taxes high, or greater long
- term production by keeping tax rates low.
-
- BUILD PLANETARY DEFENSES (Ground Batteries, combat ships, and
- armies). A good number of production points should be
- spent on defending your planets. After the first few
- rounds (game years), your neighbors may accidentally
- discover your planets. Later, they may send their fleets
- to attack you.
-
- BUILD COMBAT FLEETS. Use some resources to build fleets
- containing combat ships. These fleets can be used
- initially to guard your planets and later as conquering
- fleets for taking your opponents' planets.
-
- BUILD STARBASES. As discussed earlier, starbases offer big
- advantages for your planets: the ability to spend
- production points beyond the current production level,
- defending your planet and increasing growth rates.
-
-
-
- SOME MIDDLE TO ENDGAME STRATEGY HINTS:
- -------------------------------------------------------------
- GET TOUGH. Now the game takes an unfriendly turn. There are
- no raw planets available for colonization. The only way
- to get more planets is to take them away from other
- players. Naturally, they have the same idea so you will
- have to develop both your offensive and defensive forces.
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 10
-
- Some diplomacy (lying) can be very helpful in neutralizing
- threats, but you can trust people only so far.
-
- DEVELOP PLANETARY DEFENSES. Defending your planets becomes
- much more important now. You must keep a number of armies
- on your planet or your opponents will simply use the BLITZ
- attack to overrun your armies and take the planet away
- from you. GROUND BATTERIES (cannons) will fire on
- invading ships and hopefully eliminate an invading fleet.
- The ground batteries also shoot at enemy TROOP TRANSPORTs
- when they try to land enemy armies on your planet.
-
- BUILD CONQUERING FLEETS. Use these fleets to take planets
- away from your opponents. They will need offensive
- firepower to contend with enemy ground batteries and enemy
- fleets guarding the planets. Also, you need many troop
- transport ships loaded with armies to take over a planet.
-
- If you are using the BLITZ attack, your armies should
- outnumber the enemy's armies on the planet (a 2 to 1 ratio
- is recommended). See the section on capturing a planet
- for full instructions.
-
- BUILD SCOUT SHIPS TO SPY ON PLANETS. The scout ship observes
- enemy forces while hidden. It sends a detailed report on
- the planet's strength so you can see in advance whether
- your invading fleet is powerful enough to win against the
- enemy (which is better than finding out the hard way!).
-
-
-
-
- =============================================================
- REFERENCE
- =============================================================
-
- THE PROGRAM MENUS:
- -------------------------------------------------------------
- OPTIONS COMMON TO ALL MENUS: Commands are issued to Esterian
- Conquest through its menus. You choose an option by
- typing its first letter and then pressing the [ENTER] key.
- Three options are available to all menus are: QUIT, HELP,
- and XPERT MODE ON/OFF.
-
- QUIT ("Q" and [ENTER]): usually returns you to a previous
- menu. From the main menu, the quit option leaves the
- game and returns you back to the BBS.
-
- HELP ("H" and [ENTER]): gives a brief description of what
- each of the options do for the current menu.
-
- XPERT ON/OFF ("X" and [ENTER]): Toggles expert mode on and
- off. Normally, you are presented with a menu in which
- each of the options show on the screen and then a
- prompt asks you to pick the letter of an option.
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 11
-
- Expert mode saves you time by no longer having the
- options show on the screen. You are simply given the
- prompt for a letter. If you are in expert mode and
- forget what the options are for a particular letter,
- typing "X" and [ENTER] will turn expert mode off and
- show you the full menus again.
-
-
- MENU STRUCTURE: Esterian Conquest has four main menus which
- correspond to its four main areas. These are: MAIN MENU,
- GENERAL COMMAND, PLANET COMMAND, and FLEET COMMAND.
-
-
- MAIN MENU: The main menu transfers you to one of the other
- main areas (PLANET COMMAND, FLEET COMMAND, or GENERAL
- COMMAND). Three additional options are available if your
- SysOp has a registered version of Esterian Conquest(tm):
- Detailed Summary of your empire, Brief summary of your
- empire, and ANSI graphic mode ON/OFF. The summaries of
- your empire give you all the important information about
- your planets, fleets, and starbases to help you plan your
- next move. The ANSI graphic mode presents information in
- color-coding and updates your screen dynamically to make
- the information easier to read.
-
-
- GENERAL COMMAND: This menu serves four main functions:
-
- 1. It offers summary information such as your status
- compared to other empires, a profile of your empire,
- and a review of previous undeleted messages on results
- of missions or communications from other players.
-
- 2. It allows you to declare the other players to be
- friendly, neutral, or enemies. If you declare a player
- to be an enemy, your fleets will automatically attack
- the player's fleets when they are encountered.
-
- 3. It moves you to the MESSAGE COMMAND CENTER.
-
- 4. It turns on autopilot mode. If you will be away or
- unable to submit orders, turning on autopilot mode will
- cause the computer to play your empire for you
- (essentially building your defenses). You can turn off
- autopilot when you return.
-
-
- MESSAGE COMMAND: Esterian Conquest has its own message
- editor similar to the message editor in your BBS. You
- enter your text line-by-line and finish the message by
- entering a blank line (pressing [ENTER] at the very
- beginning). The editor allows you to change, insert,
- delete, or move lines. It also allows you to send
- copies of your message to multiple players.
-
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 12
-
- PLANET COMMAND: enables you to get summary information about
- planets, set your planetary tax rate for your empire,
- scorch and destroy the surface of your planet to prevent
- an opponent from taking over your factories, and load
- armies to transports and unload armies from transports.
- Planet Command also has two important sub-menus: BUILD ON
- PLANET and COMMISSION SHIPS.
-
- BUILD ON PLANET: lets you specify what you want to build
- with your production points for the current round. You
- work with one planet at a time. When you select the
- ISSUE BUILD ORDERS option, you are given a list of
- things you can build (see appendix A) and how much they
- cost. When you are done, if you have other planets for
- which you want to give build orders, you can choose the
- NEXT PLANET option and another planet with production
- points available to spend will be presented.
-
- COMMISSION A FLEET: assigns any newly built ships to a
- fleet number and lifts it out of stardock. Starbases
- can also be commissioned (but are not given fleet
- numbers). You work with one planet at a time and can
- select the NEXT PLANET option to work with the another
- planet that has vessels in stardock.
-
-
- FLEET COMMAND: allows you to review your fleets, issue or
- change their orders, assign their aggressiveness (see ROE
- table in Appendix B), or physically manipulate them (merge
- fleets, detach or transfer ships from fleets). Fleet
- command has a submenu called STARBASE COMMAND, which
- allows you to review or move a starbase.
-
-
- ENTERING MULTIPLE COMMANDS: As you become more familiar with
- the menus of the program, you will know in advance what
- information needs to be entered. Esterian Conquest allows
- you to enter multiple commands in one line by separating
- them with a space, semi-colon, or comma. For example,
- from the main menu, entering: "P;B" will move through the
- PLANET COMMAND menu and then down to the BUILD ON PLANET
- menu.
-
-
-
- PLANNING YOUR MOVES OFF-LINE.
- -------------------------------------------------------------
- Planning your moves while not connected to your BBS can
- save you time when you are actually connected. This is
- especially important if you have limited time on your BBS.
- Probably the best tool available for your strategy is a
- printout of the galaxy map (available from the GENERAL
- COMMAND MENU). It enables you to locate nearby stars and
- mark the planets which belong to your opponents. To get
- the galaxy map, you can use the capture mode in your
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 13
-
- telecommunications program, choose the option from your
- GENERAL COMMAND MENU and print the captured map.
-
- You can obtain an empire summary from the GENERAL COMMAND
- MENU. Activate the capture mode option of your
- telecommunication program and save the empire summary that
- appears on the screen. It provides a thorough report of
- the status of your planets and fleets. That way, you can
- get the complete summary in a few minutes and then log off
- to plan your moves.
-
-
- HOW TO COLONIZE A RAW (UNOCCUPIED) PLANET.
- ------------------------------------------------------------
- REQUIREMENTS: You need a fleet that contains at least one
- ETAC (Environmental Transformation And Colonization ship).
-
- PROCEDURE: From the Fleet Menu, order the fleet on mission
- number 12 (colonize a planet). Specify the X and Y
- coordinates of the planet you want to colonize and the
- fleet will proceed. ETACs can be used unlimited times to
- colonize a planet since they get their raw materials from
- the planet itself. When the ETAC fleet reaches the
- planet, it will send you a report. If the planet is
- unowned, it will be terraformed. However, if the planet
- is owned, it will report on who owns the planet and the
- potential production of the planet.
-
-
- HOW TO DEFEND YOUR PLANET FROM ATTACK.
- ------------------------------------------------------------
- There are many ways you can defend your planet: (1)
- building armies to prevent it from being invaded by
- enemies, (2) constructing ground batteries (land cannons)
- to shoot at any invading ships or troop transports, (3)
- building fleets to guard and blockade other ships from
- space, (4) constructing space stations to reinforce
- and defend the planet, and (5) eliminating your enemies
- before they get to you (the best defense is a good
- offense).
-
- Each method has its own advantages and vulnerability.
- Using fleets and starbases to guard your planet from space
- keeps enemy ships away and, if successful, prevents enemy
- ships from firing on the planet and damaging production.
- However, some enemy fleets (especially those with fast
- ships) might slip past your defenses and gain access to
- the planet.
-
- Ground defenses (armies and ground batteries) protect the
- planet directly from attack. However, if they fail, there
- are no other lines of defense. Enemy combat ships reduce
- your ground defenses when they fire on the planet. If
- enemy armies land on your planet, they will fight with
- your armies. Whoever wins will own the planet.
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 14
-
- Obviously, the best strategy is a combination of land-
- based and space defenses. Be certain to build armies on
- your planet. If an enemy uses the BLITZ attack, the enemy
- armies will dodge your combat defenses and land directly
- to oppose your armies.
-
- You have a final desperation option when you know an enemy
- is approaching your planet with an overwhelming fleet.
- Using the SCORCH EARTH option from the Planet Command Menu
- will cause your planet to destroy its factories and make
- them useless to your enemy.
-
-
- BUILDING AND COMMISSIONING FLEETS.
- ------------------------------------------------------------
- You use production points taxed from your planets'
- production to build ships. From the PLANET COMMAND menu,
- you select the BUILD COMMAND menu, issue build orders, and
- spend the production points necessary for the type of
- ship. See Appendix A for costs of different ships.
-
- When ships are built, they are stored in stardock on the
- planet, and ready for use on the following round. You
- activate them by COMMISSIONING them, which means you
- assign them to fleets. From the PLANET COMMAND menu, you
- select the COMMISSION COMMAND menu and select the ships
- from stardock that you wish to activate. Commissioned
- fleets are asssigned a number. Occasionally, you will
- want to merge newly constructed ships into existing
- fleets. You can merge fleets in two ways: (1) If the
- merging fleets are in the same sector, issue the MERGE
- command from the FLEET COMMAND menu, otherwise (2) Order
- the newly formed fleet to join the other fleet.
-
- When you commission fleets containing combat ships, you
- determine how aggressive they are by assigning them an
- ROE, or Rules Of Engagement, value (see Appendix B for the
- list of possible ROE scores). As the ROE gets higher,
- your fleet will be more aggressive and take on enemy
- fleets of greater strength relative to your fleet. With
- low ROE scores, your fleets will attempt to flee if they
- face stronger enemies. Setting low ROE scores does not
- necessarily ensure safety of your fleet, since the enemy
- has an opportunity to fire on them during their flight.
-
- Choosing the types of ships to build depend on the mission
- you want your fleets to accomplish. Simple missions
- require only one type of ship such as colonizing a planet
- (requires at least one ETAC), scouting a planet or a
- sector (requires at least one scout ship), or blockading a
- planet (requires combat ships with firepower). Some
- missions require combinations of ships. For example,
- invading a planet requires combat ships and troop
- transports loaded with armies.
-
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 15
-
- Sometimes, you may want to build general purpose fleets
- which can accomplish many types of missions. Mixed fleets
- offer the advantage that your combat ships can protect
- non-combat ships. In addition, having a mixture of combat
- ship types (destroyers, cruisers, and battleships) gives
- you a bonus in battle since mixed types of fleets (as in
- real life) can employ strategies and tactics not available
- to fleets of one ship type.
-
- Disadvantages of larger mixed fleets are that the speed of
- the fleet is limited to that of its slowest member. Also,
- there are risks to putting "all your eggs in one basket"
- in case you encounter a bigger fleet and are defeated.
- For that reason, some players prefer to have numerous
- small "strike force" fleets to keep their opponents off
- guard and to have a presence in many places at once. As a
- compromise, still others find it wise for ships to travel
- in large fleets and then have individual ships detach for
- special missions as necessary.
-
- A REMINDER: Troop transports must be loaded with armies in
- order to capture planets. Be certain to include build
- orders for armies in your plans involving transports.
-
-
- SPYING ON YOUR OPPONENTS.
- ------------------------------------------------------------
- Once all the uninhabited planets have been colonized, it
- becomes necessary to capture owned planets by force.
- Gathering intelligence is a necessity at this stage. Any
- ship can be used to view a planet, however, the colonizing
- ships (ETACs) are a good choice for this duty since their
- initial colonizing purpose is finished. Through this
- intelligence, you can map the empires of other players and
- find out which planets are worth capturing.
-
- More detailed reports of a planet's defenses and strengths
- can help you prepare your conquering forces and avoid
- costly mistakes. Scout ships on a mission to scout a
- planet will tell you planetary defenses (ground batteries
- and armies), contents of the planet's stardock, and
- information on any fleets or starbases which might be
- orbiting the planet.
-
-
- CONQUERING AND ATTACKING AN ENEMY'S PLANET.
- ------------------------------------------------------------
- There are three methods of assaulting a planet: the BLITZ
- mission, the INVADE mission, and the BOMBARD mission. The
- blitz and invade missions attempt to capture the planet,
- while the bombard mission pummels planets in order to make
- them useless to the owners. NOTE: it is not enough just
- to conquer a planet. You must also guard it from
- recapture. Planets take two turns before factories are
- fully converted and start producing for you.
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 16
-
- THE BLITZ: (REQUIRES: Loaded troop transports in greater
- number than the armies on the planet, some combat ships
- are recommended for escort and cover fire). Your fleets
- will attempt to distract/dodge ground batteries and
- deposit your armies. Then your armies will battle the
- armies of the planet. The winner earns ownership of the
- planet. The planet will often not be very damaged because
- the speed of your attack prevents attempts at sabotage and
- because your combat ships do not fire very much on the
- planet. For the blitz, you must have an overwhelming
- number of armies compared to those of the planet (they
- have an advantage of familiarity with their terrain).
-
- THE INVADE: (REQUIRES: Sufficient combat ships to take out
- the ground batteries and then enough loaded troop
- transports to defeat the remaining armies on the planet
- surface). Your combat ships will fight the planet's
- ground batteries. After all the ground batteries are
- destroyed, you land the armies with your transport to
- fight the remaining surface armies. The winner takes
- control. Invaded planets tend to take some damage because
- of your bombardment of the planet and time in which the
- planet's forces can sabotage factories. The advantage of
- invading is that your bombardments also reduce the number
- of armies on the surface and give your armies better odds
- of winning the planet.
-
- THE BOMBARD attack: (REQUIRES: Sufficient combat ships to
- damage a planet's resources). The ultimate mission of the
- bombard mission is to reduce a planet to rubble and thus
- make it unusable to its owner. Use this mission if you do
- not have enough armies to capture a planet, or simply wish
- to cut down your enemy's production.
-
-
- =============================================================
- CONCLUSIONS
- =============================================================
-
- This guide contains the "bare bones" information needed to
- get started and alerts you to some basic strategies to
- consider at the beginning of the game. As in chess, you can
- learn how to move the pieces in a short time, but learning to
- master the game may take a lifetime. After reading this
- guide, you are now familiar with the capabilities and
- possible actions of your forces. How you coordinate your
- forces, particularly in conjuction with allies or enemies
- remains up to you. We have observed some very elaborate
- campaigns, bluffs, and betrayals.
-
- A FINAL NOTE: We want your feedback and suggestions. This
- game is the result of consultations with many experienced
- gamers and sysops. We are always looking for new ways to
- enrich the play or add a wrinkle to Esterian Conquest.
- Appendix C is a feedback sheet set up for this purpose.
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 17
-
- =============================================================
- APPENDIX A. QUICK REFERENCE SHEET
- =============================================================
-
-
- MACHINERY YOU CAN BUILD:
- -------------------------------------------------------------
- BUILD MAX.
- ITEM COST SIZE SPEED PURPOSE
- -------------------------------------------------------------
- DESTROYER 5 S 6 Combat / Defense
- CRUISER 15 M 5 Combat / Defense
- BATTLESHIP 45 L 4 Combat / Defense
-
- SCOUT 15 S 6 Spy on Planet/Sector
- TROOP TRANSPORT 5 M 5 Land armies on Planet
- ETAC 15 L 3 Colonize a Raw Planet
-
- GROUND BATTERY 20 L n/a Defend Planet
- ARMY 2 S n/a Defend Planet Surface
-
- STARBASE 50 L 1 Enhance / Defend
- -------------------------------------------------------------
-
-
-
- POSSIBLE MISSIONS FOR FLEETS LISTED BY THEIR MISSION NUMBERS:
- -------------------------------------------------------------
- No. MISSION REQUIREMENTS (if any)
- -------------------------------------------------------------
- 0 None (hold position) None. All ships can do this.
- 1 Move Fleet (only) None. All ships can do this.
- 2 Seek Home None. All ships can do this.
- 3 Patrol a Sector None. All ships can do this.
- 4 Guard a Starbase Combat ship(s).
- 5 Guard/Blockade a World Combat ship(s).
- 6 Bombard a World Combat ship(s).
- 7 Invade a World Combat ship(s) & Loaded
- Troop Transports.
- 8 Blitz a World Loaded Troop Transports.
- 9 View a World None. All ships can do this.
- 10 Scout a Sector At least one scout ship.
- 11 Scout a Solar System At least one scout ship.
- 12 Colonize a World At least one ETAC.
- 13 Join another fleet None. All ships can do this.
- -------------------------------------------------------------
-
-
-
-
-
-
-
-
-
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 18
-
- =============================================================
- APPENDIX B. ROE (RULES OF ENGAGEMENT) SETTINGS
- =============================================================
-
-
- You only assign ROE for Fleets that contain Combat ships.
- Any fleet with only non-combat ships automatically gets an
- ROE of zero to avoid being destroyed by armed enemy fleets.
-
-
- POSSIBLE ROE (RULES OF ENGAGEMENT):
- -------------------------------------------------------------
- ROE CONDITIONS TO ENGAGE HOSTILE FLEETS IN BATTLE
- -------------------------------------------------------------
- 0 Avoid all hostile fleets.
- 1 Engage fleets only if they are defenseless.
- 2 Engage fleets only if your advantage is 4:1 or better.
- 3 Engage fleets only if your advantage is 3:1 or better.
- 4 Engage fleets only if your advantage is 2:1 or better.
- 5 Engage fleets only if your advantage is 3:2 or better.
- 6 Engage hostile fleets of equal or inferior strength.
- 7 Engage hostile fleets even if outgunned 3:2.
- 8 Engage hostile fleets even if outgunned 2:1.
- 9 Engage hostile fleets even if outgunned 3:1.
- 10 Engage hostile fleets regardless of their size.
- ------------------------------------------------------------
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
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-
-
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 19
-
- =============================================================
- APPENDIX C. FEEDBACK/SUGGESTION SHEET
- =============================================================
-
- Please Mail Suggestions or Comments to:
-
- ATTN: ESTERIAN CONQUEST(tm)
- Griffith International
- P.O. Box 530203
- Birmingham, AL 35253
-
-
- YOUR NAME: _________________________________________________
-
- STREET...: _________________________________________________
-
- CITY, STATE ZIP: __________________________________________
-
-
- FEEDBACK/SUGGESTIONS ON ESTERIAN CONQUEST
-
- VERSION NUMBER (Appears when you log in): __________________
-
- BBS YOU PLAY ON: ___________________________________________
-
- BBS PHONE NUMBER: (______) ______ - ____________
-
-
- COMMENTS:
-
- ____________________________________________________________
-
- ____________________________________________________________
-
- ____________________________________________________________
-
- ____________________________________________________________
-
- ____________________________________________________________
-
- ____________________________________________________________
-
- ____________________________________________________________
-
- ____________________________________________________________
-
- ____________________________________________________________
-
- ____________________________________________________________
-
- ____________________________________________________________
-
-
-
-
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 20
-
- =============================================================
- APPENDIX D. REGISTRATION OF ESTERIAN CONQUEST(tm)
- =============================================================
-
- You can register your version of ESTERIAN CONQUEST(tm) for
- your BBS. Currently ESTERIAN CONQUEST(tm) runs on any IBM
- PC,XT,AT,PS/2 or compatible having the following:
-
- MS-DOS version 2.11 or later.
-
- 512K of internal memory (640K recommended).
-
- A hard disk with at least 1 MB free disk space.
-
- PCBoard BBS Software versions 14.0 or later (or any other
- BBS software with a utility that can generate a
- PCBOARD.SYS doorgame file that is compatible with PCBoard
- BBS software).
-
-
-
- ADVANTAGES OF REGISTERING YOUR ESTERIAN CONQUEST(tm) PROGRAM:
- -------------------------------------------------------------
- A campaign will run for unlimited time (the Shareware
- version stops each game after 30 rounds).
-
- Discounts for minor revisions and upgrades:
-
- All minor revisions are free (subject to fee for
- postage and handling).
-
- Upgrades (major revisions) are available for a
- substantial discount ($15 plus postage and handling).
-
- Your name and BBS name will be encrypted into the program
- and will appear to all who use the game. Registration
- messages appearing at the beginning of the game are
- removed.
-
- A professionally printed manual containing both the
- SYSOP's guide and the PLAYER's guide.
-
- BBS support for questions.
-
- VOICE support for bug information. We correct program
- bugs and send you the corrected version absolutely free.
-
-
-
-
-
-
-
-
-
-
-
-
- ESTERIAN CONQUEST(tm) PLAYERS GUIDE 21
-
- =======================================================================
- ESTERIAN CONQUEST(tm) ORDER FORM
- =======================================================================
-
- * * * ALL PAYMENTS MUST BE MADE IN U.S. CURRENCY * * *
-
- Make checks or money orders payable to: GRIFFITH INTERNATIONAL
-
- Send your order to: ATTN: ESTERIAN CONQUEST(tm)
- Griffith International
- P.O. Box 530203
- Birmingham, AL 35253
- -----------------------------------------------------------------------
- Check
- One Description Each Total
- ----- ------------------------------------- ------ -----------
-
- [ ] ESTERIAN CONQUEST(tm) on 5.25" disk $35.00 ___________
- includes printed manual, full game
- features, full upgrade privileges and
- full support policies.
-
- [ ] ESTERIAN CONQUEST(tm) on 3.5" disk $36.00 ___________
- includes printed manual, full game
- features, full upgrade privileges and
- full support policies.
-
- [ ] MAJOR REVISON OF ESTERIAN CONQUEST(tm) $15.00 ___________
-
- [ ] MINOR REVISION REQUEST FREE
- --------------------------------------------------------------------
-
- SHIPPING AND HANDLING: Inside U.S. $2.50 ___________
- (Required on all orders)
- Outside U.S. $5.00 ___________
-
-
- TOTAL ___________
-
- =======================================================================
- ENTER SYSOP AND BBS NAME AS YOU WANT THEM TO APPEAR IN THE GAME SCREEN:
-
- YOUR NAME: ___________________________________________________________
-
- BBS NAME: ___________________________________________________________
-
- =======================================================================
-
- SHIP TO: NAME: ________________________________________________________
-
- ADDRESS: ________________________________________________________
-
- ________________________________________________________
-
- ________________________________________________________
-
-
-
-
-
-
- __________________________________ +-------+
- | Place |
- __________________________________ | Stamp |
- | Here |
- __________________________________ +-------+
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-
-
-
- ATTN: ESTERIAN CONQUEST(tm)
- Griffith International
- P.O. Box 530203
- Birmingham, AL 35253
-
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- Place Feedback Form or Order Form inside this page. Fold into thirds
- Insert any checks or money orders. Staple on bottom and sides.
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