home *** CD-ROM | disk | FTP | other *** search
- Conquest
- --------
-
- COPYRIGHT NOTICE:
- Conquest is Copyright © 1990 by W. Michael Bryant
- All rights reserved.
-
- This software is provided AS IS. No warranties or guarantees
- are expressed or implied. Michael Bryant cannot be held
- responsible for ANY problems arising from the use of this
- software; use at your own risk.
-
-
- BACKGROUND:
- This program has been in the works for quite some time now. It was
- originally inspired by a program on the Radio Shack CoCo. My first
- version of this program was called Conquest and was written in BASIC.
- Next came a version that ran on a PDP 11/45, then finally this
- version on the Amiga. The program has grown quite a bit since its
- first conception. Unforunately, it has taken so long to get this
- program done for the Amiga that other games called CONQUEST have
- sprung up. For a while, this game was renamed to "Dominion", but that
- still didn't feel quite right. For now the game is called
- "Lore of Conquest", if there are any suggestions for names, let me know.
-
- INTRODUCTION:
- Conquest is a war game similiar in concept to the board game Risk.
- You are the lord of an entire world, destined to rule the galaxy.
- Some worlds are virgin fruits, ready for you to colonize. Some
- worlds have natives who do not wish to accept your rule, these you
- must conquer for they will yield more valuable resources. As you
- claim the galaxy you will find, you are not the only one extending
- your dominion. This is a two-player game. Be prepared to defend
- yourself and take what is yours!
-
- ----------------
-
- The following instructions give only a brief description of game
- play. Experiment with the program and find out how the program
- runs and what strategies will lead you to victory!
-
- PLAYING THE GAME:
- Dominion is a two player game where each player secretly enters their
- moves for each turn. When Dominion is started, you are asked for
- each player's name and the number of turns you wish to play.
-
- Next, the galaxy map will be displayed and each player will be asked
- to select their homeworld. Available worlds will be outlined. Select
- your homeworld by clicking on the letter of the world.
-
- The game has now started. At the beginning of each turn you will be
- displayed your income for the turn. You earn income for each world
- that you control. Each world has a class value assigned to it. The
- higher the class, the more income the world generates. A homeworld
- is a minimum of class 7.
-
- After closing the income window you will see the galaxy map and command
- window. On the galaxy map you will see the first letter of each
- planet's name, and a number or a question mark next to it. The
- number indicates the class of the world. A question mark indicates
- that the world has yet to be explored.
-
- You need ships in order to explore and conquer other worlds. Select
- "Buy Ships" from the command window. The following are the types
- of ships available:
- Scout - Fastest ship. Non-combative. Flies past one
- or more worlds, to gather information on each.
-
- Cruiser - Fast ship. Average fighter, but cheap.
-
- MissileShip - Average speed. Excellent fighter but must
- wait to reload every other turn.
-
- Dreadnought - Big, slow, awesome battleship. Best fighter,
- best defender.
-
- Railship - Slowest. A High-Tech piece of hardware.
- A huge flying cannon that will automatically
- destroy one other ship in reverse order.
- ** More on this later.
-
- Send ships to other planets using the "Launch Fleet" command. Fleets
- of ships will only move as fast as the slowest ship. If you wish
- to launch a scout use the menu command "Launch Scout". Scouts can
- scan multiple planets before finally landing on one. They can be
- invaluable for keeping track of enemy fleets.
-
- When more than one enemy fleet is present on a planet, combat occurs.
- The offensive capabilities for the entire enemy fleet are compared to
- the defensive capabilities of your fleet. This determines how many
- casualities you will sustain. Casualties will be first removed from
- ships in the following order:
- Cruisers, MissileShips, Dreadnoughts, Railships
-
- This means that all casualties will be taken from cruisers until none
- are left, then from missileships, and so forth.
-
- Railships are a special case. These ships can attack from long range
- and destroy a ship with a single shot from their massive cannon. These
- ships can only fire once a turn but destroy ships in the reverse order
- of normal casualties:
- Railships, Dreadnoughts, MissileShips, Cruisers
-
- This means that after one turn of combat only one side will still have
- any railships in combat. These ships can be an extreme strategic
- advantage.
-
- Planets of class 4, 5, or 6 will have natives. These natives when left
- alone will slowly build ships of their own. A player discovering a
- class 6 planet late in the game might find a mighty native fleet to
- contend with!
-
- All planets generate income each turn. If you own the planet, you get
- all the income stored for the planet. It is therefore a stategic
- advantage to conquer the natives before your opponent does.
-
- ----------------------------------------------------------------------
-
- There are many stategies and finer points to this game. If you can't
- seem to figure out the game, or have questions about it, send me a
- letter at the address below or contact me on BIX as mikebryant.
-
- If you like this program and would to show your appreciation, send
- me a letter. If you REALLY like the program, send me money! I can
- be reached at:
- Mike Bryant
- 8 B Blue Hill Commons
- Orangeburg, NY 10962
-
- This program has been evolving for a number of years now. Please feel
- free to send any comments or wishes for enhancements for future
- versions.
-
-