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MAIN.HLP
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1991-06-13
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^WEAK_MILIT
These are your basic armed forces. You will need a large army to win most
battles, offensive and defensive, and they will most likely be one of the
cheapest weapons to obtain.
^END
^OFFENSE_MILIT
These are your air forces. Air forces are the strongest attack force.
Most attacks are dependent on air power, and they will do great damage.
The air forces can defend also, but not as well.
^END
^DEFENSE_MILIT
These are your naval forces. Defense forces are the ultimate defense.
Attacks are not dependent on naval forces, but naval forces can do some
some damage. They are MUCH stronger defensively than offensively.
^END
^TRAINFORCES
The Training that your army receives will determine their strength in
battle. Training will automatically move towards 100% slowly every turn,
but this speeds it up and will allow you to train higher than 100%
efficiency.
^END
^AGENTS
Intelligence Agents make up your covert defense and offense force. These
agents can infiltrate enemy territory and ruin the enemy empires from the
inside. You should keep a large number of agents, because the amount you
carry will determine the chance you have of success, and the chance of
failure for your enemies.
^END
^TERRITORY
Territory is your basic necessity. Building on your land provides you with
spending money, armaments, food, and people. Buying land to expand your
domain should be your primary goal.
^END
^CCB
Your CCB is used in defense. It will provide a moral and physical
advantage for your troops. CCB is measured in percentages of maximum size.
^END
^STRONG_MILIT
These are your Elite Forces. They are the strongest, best trained fighters
money can buy. Although they are not necessary for survival, they can give
you a large fighting advantage.
^END
^TRANSPORT_MILIT
Your transports will be required in battle. They serve to move forces for
ground and air military.
100 Aircraft per carrier.
200 Land military per carrier. (Including Army Forces and Elite Forces)
^END