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- Colonial Conquest II
-
-
-
-
- Colonial Conquest II has been written in 1993/94 by
- Christian Mumenthaler. This program is giftware, which means
- that you can make a donation to the author if you like it.
- All rights remain by Christian Mumenthaler, but everybody is
- allowed to copy it for other people as long as he/she
- includes the "Copyright"-file and doesn't ask more than the
- nominal fee of 4$ (5 Sfr/5 DM) for the disk. Please read the
- "Copyright"-file for more details and all exceptions!
-
-
- System requirements: Colonial Conquest is a PAL game and
- runs on all Amigas (tested on A4000, A2000, A1000 & A500)
- with MORE than 1MB of memory. It runs perfectly with all
- kinds of turbo boards and expansions. You'll have to switch
- off your mouse blanker if you are running one as CCII will
- not run properly with it.
-
-
-
- Thanks to Paul Hickman for his precious help in making this
- manual more readable.
-
-
-
-
- 1. Introduction
-
-
- Colonial Conquest is a space-strategy game for one or two
- persons. The basic idea and concept have been heavily
- influenced by the shareware game "Conquest" and the
- Microprose game "Civilization".
- The aim of the game is to spread your civilization through
- the 26 earth-like planets of the universe map and to defend
- it from other civilizations by building weapons and war
- ships.
- Unfortunately - like all half-realistic simulations and
- strategy games - Colonial Conquest will reward primitive
- destructive behavior and colonial instincts without leaving
- much room for cooperative actions and peaceful living. Take
- it as a game!
- As Colonial Conquest is quite easy to handle, I suggest you
- first have a look at the program before returning to this
- long (and boring) manual with a lot of fresh motivation...
-
-
- BACKGROUND STORY:
- Hundred years ago, your ancestors fled in a huge colony ship
- from the GREAT EMPIRE, the only lasting "state-system" that
- human kind had managed to keep upright for some centuries
- since the beginning of star colonization. This Empire
- however was not only corrupt and totalitarian, but also
- extremely repressive against minorities of thinking people
- (thinking people are generally minorities, aren't they?).
-
- Anyway, your idealistic and valiant ancestors (others called
- them subversive and religious fanatics) founded a little
- colony very far away from the Empire and lived more or less
- in peace until today. The new generations (to which you
- belong, of course!) however, feel more and more frustrated
- to be confined on a small planet while the universe gets
- conquered at the same time by other guys. Adventure calls
- and as you finally come to power on your small planet
- (through corruption and intrigues), you immediately show a
- less wise behavior than your ancestors and start to develop
- industry, military research and build a space fleet...
-
- You also recontact the Empire as you'd like some
- humanitarian help (which you would use to build weapons, of
- course) for the development of your poor planet. The Empire
- doesn't seem to be interested at all. People there just
- amuse themselves by watching violent games or floating
- around in cyberspace and feel not concerned about foreign
- politics. You realize that you'll have to start without any
- help...
-
-
-
-
- 2. Getting started
-
-
- After the title screen, three options will appear on the
- screen:
-
-
- - Start a new game.
- - Load saved game. (Only if you have a saved game on the
- disk!)
- - Create new universe. This menu allows you to change the
- aspect of the planets as the program will choose all the 26
- planet surfaces among the pre-designed ones in the
- "planets"-directory.
-
-
- If you start a new game, the program will ask you if you
- wish to play alone or with another player. Unnecessary to
- say that it will be much more fun to play with a friend, but
- as these are not always present, you may wish to play
- anyway. In this case, the game will simulate an alien race
- that colonizes planets like you.
- If you choose the two player option, you will have to answer
- two additional questions:
- 1) Do both player start with identical planets? If you
- choose "yes", the planet of player 2 will look exactly like
- the planet of player 1, which will prevent one player from
- having an advantage over the other from the beginning, as
- some planets might be more difficult to start with.
- 2) Give Empire rating at which the game should end: (No
- limit, 800, 1200, 1600, 2000) As two player games that go
- until the bitter end (No limit) usually last VERY long and
- get boring as soon as it is clear which player will win, you
- now have the possibility to give another aim to the game:
- The winner will be the one who first gets incorporated to
- the Empire, which will happen as soon as a certain Empire
- rating is reached. By setting this aim, you will therefore
- have the possibility to win without annihilating or even
- attack the other player, which might be helpful for your
- personal relationship to her/him.
- After these questions, you will be asked for the difficulty
- level of the game which is more relevant when playing
- against a computer opponent who gets really mean on the
- "suicide" level.
- Now the main screen will appear for player one. From now on,
- there will be game turns during which first player one and
- then player two can order some actions that will then be
- evaluated by the program. At the beginning of each turn, the
- players will get a report of everything that has happened.
-
-
-
-
- 3. Main screen
-
-
- On the main screen you will see all earth-like planets of
- the universe.
-
- There are 5 types of planets:
-
-
- Unnamed: A world that does not belong to your empire and
- where you have no space ships orbiting.
-
-
- Named: A world you can access the planet surface screen of,
- either because you have colonized it, or have some ships in
- orbit.
-
-
- Green Circle: A world that you have colonized.
-
-
- Yellow Circle: A world where a conflict may be imminent
- because the spaceships orbiting it do not belong to the same
- civilization as the people that live on it.
-
-
- Red Circle: A world where a combat is taking place.
-
-
- At the left side of the planet is a yellow point or line
- that signals the presence of space ships that belong to you.
- A similar line in red will appear just next to it as soon as
- enemy troops are orbiting the planet too. The length of this
- line is proportional to the strength of your fleet until it
- reaches the maximal height of 15 pixels.
- Above this line, a tiny hammer-symbol will be drawn if the
- planet is currently producing something.
- Every planet has a number and name, but you will only see
- the name of the planets that you can actually look at.
- At the bottom of the screen, you will find some menus that
- will be explained in the following:
-
-
- MOVE SHIPS: ("m" on keyboard). You have to select a planet
- from where you want to send a space ship and also the
- destination planet. After this, all available space ships
- will be listed and you can click on those you wish to send
- away. Once you have chosen, you can click on the "OK" button
- to get out of this menu.
-
-
- TRAVEL ROUTES: ("t" on keyboard). All travel routes of the
- ships actually in flight will be drawn on the screen with
- red lines. A tiny yellow circle will show the actual
- position of the ships on this route. Ships traveling trough
- stargates will not appear, but a yellow line will show their
- analogous route in normal space.
-
-
- FLIGHT STATUS: ("f" on keyboard). All ships in flight will
- be listed together with their source and destination planet.
- At the right, the remaining turns needed to reach the
- destination will be shown. The ships are automatically
- listed in order of arrival. Ships that will arrive in the
- next turn are highlighted and those travelling through
- stargates will have a red star at their right.
-
-
- PLANET LIST: ("l") All colonialized planets are listed. You
- will see your real population, the last turn population
- growth (in %), the Food/Material/Energy production and the
- object that the planet is actually constructing.
-
-
- REPORTS: ("r") The report that you get at the beginning of
- each turn will be printed again. This is useful if you have
- forgotten its content.
-
-
- STATUS: ("s") Will show you your actual Tech-Level and the
- Research Status along with all the ships you own. Besides
- this, you will see your actual EMPIRE-Score. This score
- represents the judgement of your performances by the EMPIRE.
- Many factors are taken into account among which the number
- of colonized planets, population, production, reserves,
- science, fleet force and the discovered life forms.
- Below this, you will see a list of all planets you have
- explored and the life form you have discovered there (if
- any).
- After this, the program will give you the possibility to see
- where all ships of a selected type can be found.
-
-
- SPECIAL COMMANDS: ("c") Here comes the menu all action
- freaks have waited for! If you have hi-tech machines on one
- of your planets, you will be able to give up to three
- commands that will be executed at the end of the turn. (The
- result will however only be shown at the beginning of the
- next turn!). You can do the following:
- - Short Range Scan: (Needs Planet scanner). The space around
- your planet will be scanned in a range of 60 pixels and all
- discovered spaceships drawn as little arrows pointing toward
- their aim. Enemy ships will appear in a flashing color and
- your own ships will be drawn in red.
- - Long Range Scan: Same as above excepted that the range is
- 120 pixels which allows a wide view into the
- flight-activities of your enemy.
- - Energy Cannon Shot: (Needs Energy-Cannon). Three focussed
- high-energy-beams will be fired toward a selected planet.
- The impact will completely destroy one surface-unit together
- with the machine that has been built on it (if there is
- any!). As I didn't want to make this game too bloody, the
- colonists that worked on that surface-unit will always be
- able to escape from the catastrophe!
- - Destroy Planet: (Needs Planet Destroyer). The "Planet
- Destroyer" belongs to the class of hi-tech
- gravity-disruption-weapons and is a result of the advanced
- quantum-gravity-theory founded by Prof. Von Hirt. This high
- energy weapon can cause the gravitational collapse of any
- very large object (like planets!) by sending focussed
- disturbing gravity-waves that interfere positively on a
- calculated point and cause such irregularities into the
- gravitational field that the object is torn apart and
- explodes. This command is therefore the ultimate immoral
- command of the game as you simply blow away a whole world,
- possibly populated by thousands of innocent human beings!
- So, if you play together with a friend, just don't use it if
- you still want to be his friend after the game! (I can take
- no warranty for lost friendships!)
-
-
- ESPIONAGE:
- Through this menu you have access to the espionage (spy
- mode) of other worlds with spy satellites.
- Spy satellites can be built on every planet that has a
- starport. They are however NOT sent to orbit like normal
- space ships (and do therefore NOT appear in the "orbit
- window" at the top right), but remain at the starport until
- they are sent to a specific destination.
-
- In the spy mode, you'll see all the colonized planets with
- the usual planet icon. Planets with one or more of your spy
- sats in orbit will have a small blue EYE on them, while
- planets that you can't look at will appear in dark grey. At
- the bottom, there will be a menu to quit the spy mode and
- return to the normal view of the starmap.
- In spy mode, the planet number will be replaced by the
- number of sats that are currently in orbit or in your space
- port. You can now click on all planets that have a spy sat
- present (EYE symbol). A small pop up menu will appear with
- different options:
- - VIEW. Every spy sat is equipped with a small camera that
- allows an optical view of the planet. You will see a rough
- image of the planet map and the "real" view of the rotating
- planet from which the computer has constructed the map. As
- spy sats are kept far away from planets to be undetectable,
- the image quality will not allow deep analysis, but on the
- other hand you can not be "seen" when using this method as
- no scanner beam is necessary.
- Your computer will automatically analyze the pictures and
- detect nuclear power-plants and population (if above 5000).
- He will also try to detect alien ships, but as they might be
- orbiting the planet on the other side, chances are high that
- you won't detect all of them. In 50% of the cases you will
- not detect anything, even if there is a huge fleet present.
- Besides this, you will not be able to tell what kind of
- ships are present.
- - SCAN. To get a detailed view of the planet, you'll have to
- send a scanner beam out from your spy sat. By getting back
- the reflected part of this beam, your computer will be able
- to reconstruct the planet surface with every detail unless
- some scan beam disturbers are in use on the planet. If there
- is a space port on the planet or any spy sat antenna, you
- will be detected!!! If your enemy has some space ships in
- orbit, your satellite will be destroyed, probably even
- before having been able to transmit all data. The same thing
- happens if planet defences are installed, but there is a
- chance that the ground cannons will miss you and loose your
- position.
- As your enemy may have positioned his anti-spy-sat-antenna
- anywhere on the planet, you will have to choose the planet
- surface spot where the scan will begin. The beam scans from
- left to right and from top to the bottom.
- - SEND. If you have a space port on the planet, you'll be
- able to send the satellites to other planets, which will
- need a certain amount of energy depending on the distance.
- It is important to notice that the satellites have nearly no
- propulsion system and can therefore not been moved around
- once they arrive at a planet with no starport. They also can
- not be detected with planet scanners and will not be listed
- in the normal fleet flight routes and statistics. They are
- something separate and will only appear in the spy sat menu.
-
- Once a sat is sent somewhere, you'll see a dotted line to
- the destination planet. If there were already spy sats in
- flight when you entered the spy sat menu, their routes will
- automatically be drawn. The part they have already crossed
- will be drawn as a full line.
- -EXIT. To exit this pop up menu.
-
-
- LOAD/SAVE: ("L"/"S") You'll get to another menu with
- different options:
- 1) SAVE GAME. Allows you to save the game and to continue
- later by using the "Load game" menu at the beginning or
- during the game. Please note that your file name should not
- contain dots (i.e. type "GameSave" instead of "Game.Save")
- 2) LOAD GAME: Loads a previously saved game. Note that (as
- only the actual GAME TURN) is saved to disk, game control
- will always go to the player who actually loaded the game,
- regardless of which one of the two players has saved it! (If
- player 2 saves the game at turn 100 and player 1 loads it
- again in turn 101, he will find himself back in turn 100!)
- 3) GAME MANUAL. The ASCII file "game.manual" will be loaded
- and displayed. The program will automatically find the
- titles and list them as indexes.
- 4) QUIT GAME. Exits the game and returns to the Workbench if
- you have started it from there.
-
-
- END OF TURN: ("e" on keyboard). You end your turn and give
- the game control to your friend. If you are player two, the
- game will first make the end of turn evaluation.
-
-
- NEXT IDLE: (Return, Right mouse button) Once you
- have colonized more than 4 to 5 planets, it is often
- difficult to remember which planets had events reported and
- require some attention this turn. To help, a "duty-list" is
- maintained of planets where:
- - A colonist has been produced.
- - Production of an object has completed, and planet has not
- been instructed to repeatedly produce the same object with
- the "Permanent" option.
- When you press the NEXT IDLE button (or Return / Right
- Mouse), the planet surface screen for the first planet in
- the duty list is displayed. When you return to the main
- screen, and press NEXT IDLE again, the planet surface of
- the next planet in the duty list is displayed.
- Please note that once the planet surface is displayed
- by the next idle button, it is removed from the duty list.
- If you accidentally leave the planet surface screen, and
- forget which planet it was, display the REPORT again.
-
-
- VIEW HIGH-SCORES: Press the ESCAPE-key to see the high-score
- list.
-
-
-
-
- 4. Planet surface
-
-
- If you click on a planet from the main map, you will see the
- planet surface together with three windows.
- (Important note: hit the HELP key there to get a screen with
- a short information about all menus!)
- On the planet surface, you will see your colony with
- everything that you have built there. Over every object, you
- will see the number of food, material or energy (yellow
- lightnings) it produces and/or how much energy it needs (red
- lightnings). Some objects (as granaries) do not produce at
- all, but have other purposes. Some objects are automatic and
- need no human help to work (it is therefore impossible to
- place a human on them!) while others like food-robots and
- greenhouses need assistance.
- By clicking on a surface-square, you can place a colonist on
- it. You will see at once how much food and material this
- colonist will produce at this place. If no helping object
- (as robots) is on this place, the production will usually be
- quite low, as the colonist will only have simple instruments
- for his work. Of course, the production strongly depends
- upon the terrain type.
- If you click on a colonist, he will disappear from the
- surface window and appear in the window below as a "free"
- colonist (red and white cloths) at the right of the working
- colonists (blue cloths). "Free" colonists work in the city
- complex or in the colony station for the science research.
- Normally, each free colonist produces one "science unit"
- that will make progress research at each turn and rise your
- TECH-LEVEL after a certain amount of time. The Tech-Level is
- important for the performance of your fleet (see "Space
- battles") and also to build Hi-Tech equipment (Battlestars,
- Stargates etc).
- It is important to note that each colonist represents 1000
- real people (a planet with 6300 people will therefore have 6
- colonist units!).
- Below this, you will find the food production (yellow
- symbols). Each colonist unit needs one unit of food per
- turn. If you produce more, the surplus will be seen at the
- right. If you produce less, you will see green symbols for
- each missing unit. BE WARNED: If the food production is not
- sufficient and no food reserves present, a colonist unit
- will die at the end of the turn!
- Besides this, you will see the (raw) material production,
- the energy production (= energy of all power plants minus
- all energy needed for machines and other stuff) and the
- science "production".
- The reserves of the planet are listed at the bottom. Note
- that there is always enough room to deposit raw material,
- but if you want to make food reserves or energy reserves,
- you will need special equipment (granary and energy storage
- unit).
- At the right side of the screen, all space ships orbiting
- the planet are listed above. The attack and defence values
- of the planet will also be printed here. In the window
- below, you will see what the planet is producing actually
- and also find all accessible commands ("Install stargate"
- etc). This window will be called "command window".
-
-
-
-
- 4.1. Planet production
-
-
- The first button in the command window is the "Producing"
- button. By clicking on it, you will get a list of all
- objects, machines and space ships you can build on the
- planet. At the right, you will see how many material units
- will be needed to finish the work, how much energy unit it
- will cost at each turn once it is built (red lightning), how
- much energy it will produce (yellow lightning) and if a
- colonist is needed to make it work (you will have to place a
- colonist on this machine!).
- Note that you can only build space ships if your planet owns
- at least one starport. The strength of each space ship type
- will be listed near the "Fight" symbol (crossed swords).
- If you choose an object whose production depends upon the
- surface type it is built on, an extra button will appear
- ("Help on") which will give you access to a "help-mode". In
- this mode, the additonal production expected by the object
- will be written on each surface square (unless it is zero,
- of course!), which will make your decision much easier.
-
- Once you have selected an object and no error message has
- appeared, the production will begin. A white bar will be
- drawn under the object name and from now on the whole
- material production of the planet will be put into the
- construction of the object. Once the bar is full with
- material symbols, the production will be finished.
- On a small button at the right, you will see in percentages
- to what extent the production is completed. Clicking on this
- button will give you more detailed informations about the
- material already invested in the production and the number
- of turns it will take to produce it considering the actual
- raw material production of the planet.
- If you have some raw material left in your reserves, you can
- use it to accelerate the production of the object. To do
- this, you have to click into the white bar. As the raw
- material in the reserves has to be re-worked to be used, you
- will need two units of material reserves to get one unit for
- the production! (It is therefore recommended always to build
- something with the material that is produced and not to
- stock it in the reserves!).
- As space ships do not need to be assigned to a planet
- surface square (like all other objects), the planet can
- produce them permanently without your intervention. If you
- wish the planet to do so, click on the "Unique" button which
- will then change to "Permanent".
-
-
- 4.1.1. Planet surface objects
-
-
- For reasons of pollution it is not allowed to build more
- than 35 objects on one planet! The number of objects already
- built can be seen in the "?" menu.
- Here is the list of all surface objects:
-
-
- Food-robot: Simple but very efficient help (irrigation etc.)
- for food production on fertile ground. Needs a colonist. The
- effect is dependant on the ground it is built on.
-
-
- Greenhouse: Complicated but efficient, very important on
- planets with no fertile ground. Needs a colonist to work,
- but it will produce the same amount of food on every ground.
-
-
-
- Granary: Helps to store 200 units of food.
-
-
- Mining-robot: Helps colonist to get raw material. Effect
- depends upon ground.
-
-
- Energy collector: Transforms radiation energy from the sun
- into electric power. Efficiency depends on the ground.
- (Efficient in deserts, not efficient in forests!).
-
-
- Coal power-plant: Produces 4 units of energy.
-
-
- Nuclear power-plant: Produces 8 units of energy.
-
-
- Fusion power-plant. Produces 16 units of energy.
-
-
- Energy Storage Unit: Stores up to 300 units of energy.
-
-
- Colony Station: Basic unit carried by each colony ship. The
- integrated greenhouse produces enough food for two colonist
- units (only if one colonist stays there!).
-
-
-
- City Complex: Provides room for 8000 people. Needs energy.
-
-
- Spy Sat Antenna. Allows you to detect a beam sent by any
- enemy spy sat. This information will automatically be sent
- to all ground defence units and to all space ships in orbit.
- They will try to destroy the satellite. If you have only
- ground defences, you may miss the sat and loose its track.
-
-
- Scan Beam Disturber. Will permanently send out disturbing
- beams that will prevent spy sats to scan a certain area
- around the scan beam disturber (about two other objects in
- each direction). This will allow you to make sure that your
- enemy will under no circumstances see secret installations.
- The exact range of these disturbers can bee seen with a menu
- on the planet surface.
-
-
- Irrigation Unit. If you have a colony on a planet with
- deserts and half-deserts, you may wish to transform this
- desert into more fertile ground by using this energy
- consuming object. After the installation, the eight squares
- next to the unit will be improved every 4 game turns.
- (Desert -> 2/3 desert -> 1/3 desert -> grassland)
-
-
- Snow Melting Unit. This is the analogous of the irrigation
- unit for planets with cold climate. (Ice -> 2/3 snow -> 1/3
- snow -> grassland)
-
-
- Ground Defence Unit: Automatic ground defence. Not very
- strong, but quite resistant. (Attack: 2, Defence: 12). Will
- allow you to win some time if a very strong enemy attacks
- your planet.
- Planets without ground defence automatically fall into the
- hands of the enemy once you have no space ships in orbit
- anymore!
-
-
- Barracks: Following my own experience, barracks have the
- most ugly icon of the game. It is probably impossible to
- imagine nice barracks as this seems to be a paradox in
- itself.
- Barracks are here to train new army units. Every barracks
- unit can form one new army unit every turn. (= poor and
- pacifist students that get trained to be killers). If
- barracks are destroyed, the armies will not be disbanded
- automatically, as I assume that tough guys like these will
- be able to camp outside of barracks.
-
-
- Planet Scanner: Will allow you to scan the space around your
- planet. Requires Tech-Level 6! (See "Special Commands"!)
-
-
- Energy Cannon: This heavy energy gun will give you the
- possibility to shoot from one planet to another, making
- craters on the planet surface where nothing can be built on.
- If the energy beams hits any machine or object, this will be
- completely destroyed!
- Requires Tech-Level 7! (See "Special Commands"!)
-
-
- Planet Destroyer: Can destroy a whole planet of your choice
- if you have 1000 energy units left. Requires Tech-Level 8!
- (See "Special Commands"!)
- Planet Defence. This is an efficient defence against energy
- cannons and planet destroyers, provided you have 1/2 of the
- energy that was used to attack your planet in your reserves.
- This energy will be used to absorb and reflect the attack.
-
-
-
- Medical Center: If the population of a planet grows beyond
- 8000 people, chances for a plague to arise will grow
- rapidly. A medical center will prevent all sorts of plagues.
-
-
-
- University: Increases the science production for up to 5
- free people. (If you have no free colonists, a university
- will not help anything!)
-
-
- Space Port: A space port is necessary for building space
- ships and sending them into orbit!
-
-
-
-
- 4.1.2. Space ships
-
-
- Provided your planet has a space port, you will be able to
- construct different kinds of space ships:
-
-
- Colony ship: Allows you to send up to 4 colonist units (4000
- people) to another planet where you will be able to
- establish a colony. It can also be used to transport people
- from one planet to another.
-
-
- Stargate ship: Allows you to install a stargate on any
- planet. Requires Tech-Level 5! See "Install stargate" in the
- next section for more details.
-
-
- Transport ship: Allows you to transport food, material and
- energy to another planet.
-
-
- Exploration Ship: When sent planets with no colonies, this
- ship will explore it and sometimes find interesting stuff
- like alien life forms! Of course, you would discover these
- things if you would establish a colony on the planet too,
- but the difference is obvious: With exploration ships you
- are faster and can explore more planets in a given number of
- turns. Every planet that is explored for the first time
- gives a special bonus in the EMPIRE ranking. If you find
- intelligent life forms, this bonus is going to be very high!
-
-
-
- Troop Transporter: Allows you to transport up to 4 army
- units. In some way it is the same as the colony ship for
- normal people, but as it doesn't need the stuff necessary to
- build a colony station, the production costs are lower.
- Besides this, these ships have better defence and attack
- values than colony ships.
-
-
- Fighter: Small warship. Attack: 4
-
-
- Dreadnought: Huge warship. 4 times stronger than Fighters.
- Attack: 16
-
-
- Cobra Ship. These powerful ships are an intermediate stage
- between the Dreadnoughts and the Battlestars. Attack: 32
-
-
- Pulsar Destroyer. Huge Warship. Attack: 50
-
-
- Battlestar: Incredibly powerful combat station. 4 times
- stronger than Dreadnoughts! Requires Tech-Level 6! Attack:
- 64
-
-
- Mothership: When you play against a computer-simulated
- enemy, you will once encounter the most powerful and
- terrifying of all space ships ever built: The Mothership!
- Ten times stronger than one of your mighty Battlestars, this
- enormous space station has been designed to cause fear to
- human minds. As it will stay orbiting around its
- planet-colony, you will have to face and destroy it one day,
- to be able to conquer the planet and win the game!
- The mothership is the only space ship in the game which is
- able to repair itself.
-
-
-
-
- 4.2. Commands
-
-
- If some actions are possible on the planet, the command
- menus will appear right under the production button. Here is
- a list of the possible commands:
-
-
- Establish Colony: If you have a Colony ship in orbit and no
- colony is presently installed on the planet, you can do so.
- The ship will land on the chosen place and be transformed
- into a colony station unit that will provide room for up to
- four colonist units. The internal sun-energy collectors will
- provide enough energy for the internal greenhouse that
- produces 2 units of food if one of the colonists is put on
- it. This way, you will have at least one of the colonist
- free to do some mining or research.
-
-
- Install stargate: If you have a Stargate ship in orbit, you
- will be able to transform it into a stargate. As stargates
- have to be controlled from the surface of the planet, you
- will have to colonialize or conquer the planet before you
- can install the stargate! The high-energy singularity will
- be taken out of the Möbius-box and placed into a hexagonal
- Von-Hirt-field. Thanks to the principle of singularity
- convergence, it will automatically be connected to all other
- singularities of the universe and therefore to all other
- stargates which will allow all ships to travel at zero-time
- from one Stargate to another.
- Note that due to the complicated physics that are behind the
- phenomenon of singularities captured in Von-Hirt fields, you
- need to control BOTH stargates if you want to use them with
- your ships! (For the interested reader: It has to do with
- the quantum fluctuations of the singularity that have to be
- compensated for at least one nanosecond with a fluctuation
- resonance beam sent from the planet surface, to allow the
- ships to travel through the zero-space without being
- annihilated.)
-
-
- Load Transporter/Unload Transporter: If you have a Transport
- ship in orbit, you will be able to transfer your planet
- reserves to the ship or unload the content of the ship to
- the planet reserves.
-
-
- Show Transporter: Allows you to have a look at the content
- of the Transport ships that are actually in orbit.
-
-
- Load Colony Ship/Unload Colony Ship: You will get a list of
- all colony ships in orbit. This menu allows you to evacuate
- people from the planet to every colony ship that is occupied
- by less than 4 colonists, or to bring back colonists from
- the ship to the planet. Colony ships can therefore also be
- used for the simple transport of colonists between colonized
- planets.
-
-
- (Dis)embark Troops. This menu will show all troop
- transporters that are currently orbiting the planet together
- with the troops on board. You can now embark or disembark
- solders from and to the planet surface. Disembarked troops
- are put to the rest of the army if the planet belongs to
- you, or will invade the planet if it is colonized by your
- enemy.
- You will only be able to disembark troops on an alien planet
- if it's defence has dropped to zero and if the enemy fleet
- orbiting the planet is more than 4 times weaker than yours.
-
-
- Attack Planet/Stop Attack: Once you have your own ships
- orbiting a planet that has been colonialized by your enemy,
- your ships will not automatically attack the planet surface.
- This allows you a larger number of different strategies when
- you are playing together with a friend. If you wish to
- attack it (or to stop a current attack!), you will have to
- click on this menu.
-
-
-
-
- 4.3. Icon menus
-
-
- At the right side of the screen you will find some buttons
- with icons that symbolize different actions that concern the
- planet surface:
- - STAR MAP : Go back to the main screen
- - WHAT IS...? : The program will open a little window in
- which it will constantly write the name of the surface
- square the mouse is above together with the object that has
- been built on it.
- - DESTRUCT : You can destroy objects that you don't need
- anymore. Note that you cannot destroy objects that are
- producing energy which is currently used on the planet -
- you'll have to destroy the energy consuming objects first! A
- destroyed object brings back 1/4 of the material units that
- were necessary to build it.
- - SCAN BEAM DISTURBERS: You can see which parts of your
- planet surface is invisible for spy satellites due to the
- disturbing beams of your scan beam disturbers.
- - MILITARY OPTIONS : Provided you have some ugly barracks on
- your planet, you will have the possibility with this menu to
- make or disband army units. To make one, you'll need one
- free colonist unit, 30 units of material and 20 units of
- energy. (Yes, an army is a waste of material and energy...!)
-
- Every barracks unit can only train one new army unit per
- turn. If you want to have 6 army units, you'll therefore
- need two barracks and three turns to form them or one
- barracks unit and six turns. Army units will not make any
- research, of course.
-
-
-
-
-
- 5. Aliens
-
-
- There are two classes of aliens in the game. The first one
- will be referred to as "Alien life forms". They are
- life-forms that have never built technologies, even though
- they might be very intelligent. They represent no danger for
- the players.
- The other class consists of a very aggressive and also
- intelligent life form that will play against the human
- player in the one player mode.
-
-
- 5.1. Alien Life Forms on Planets
-
-
- Depending on the planet surface (mostly desert, water or
- ice), some life forms may have come to existence on it
- during the last billions of years. When you land on a planet
- for the first time to build a colony or to explore it, you
- will possibly discover one of these life forms. This will be
- rewarded by the EMPIRE, as people there are always very
- interested in curious things.
- There is a common IQ rating system with 5 different levels
- that is applied to every life form discovered, where 1
- stands for low IQ (Insect-like animals) and 5 for high IQ
- (Human-like). Of course, level 5 beings are very rare, maybe
- even inexistent in your current game!
- To explore a planet without building a colony on it, you
- will need an exploration ship that you can send to the
- planets of interest. Every exploration ship orbiting an
- empty planet will explore 25% of it per turn. Once you have
- fully explored it, you will know if there are any alien
- life-forms. To which extend a planet has already been
- explored by you will appear below the planet surface in the
- planet view screen. If a scientist appears at the left, the
- planet is currently being explored (and therefore at least
- one exploration ship in orbit). Every planet can only be
- explored ONCE by one player. If it has already been explored
- by your opponent, this will be noted.
- When a life form is discovered, Riktors Ashen, chef of the
- Dept. of Foreign Affairs, will contact you and ask you if
- you prefer to be rewarded with resources or with combat
- ships. If you choose the first one, a transport ship will be
- hyperspaced to the planet of your choice (the EMPIRE has a
- more advanced technology that allows teletransportation of
- whole ships without Stargates!). The transportship will
- contain food, energy and raw material in amounts
- proportional to the interest of your discovery. If you
- prefer to have combat ships, you will get one of these ships
- (depending on the IQ of the discovered life form): Fighter
- (IQ=1), Dreadnought (2), Cobra Ship (3), Pulsar Destroyer
- (4) and Battlestar (5).
- There are about 50 different life-forms in the game.
-
-
- 5.2. The MECHS
-
-
- If you play the game alone, the computer will simulate an
- alien race, the MECHS, called so by humans as they seem to
- be just machines... huge, frightening, aggressive machines.
- In contrast to Colonial Conquest v1.05 they now have some
- intelligence - a few hundred lines of code make it possible!
- A gigantic spaceship, ten times stronger than one
- Battlestar, the "Mothership", can now colonize planets by
- installing an Alien Central Unit on them, which is a fully
- automatic material producing unit. The planet is then
- independent and starts to build Nuclear Power-Plants,
- Defence Units, Tripods, Troop Transporters, Fighter Ships
- etc.
- The Mechs are now capable to perform coherent actions, for
- example the coordinated attack and invasion of one of your
- colonies!
-
- If one of your home-worlds is conquered by the Mechs, some
- buildings will be destroyed at once: Barracks and
- Universities. The Mothership will then be called for the
- installation of an Alien Central Unit. During this time, the
- humans will be forced to work as slaves for a maximum
- material production (yes, I told you: The computer is now
- intelligent!). As long as there is food in the granary, they
- will not be allowed to produce enough new food. The humans
- will be treated without any mercy and if there are too many
- people for the mining activities, they will be exterminated.
-
- Once the Alien Central Unit is installed, the remaining
- human slaves will be executed. MECHs prefer to be alone on
- their planet.
-
-
-
-
-
- 6. End of turn
-
-
- Once both players have given their commands, the program
- will calculate the effects of these commands. Here are the
- main points of this procedure:
-
-
- 6.1. Ground combats
-
-
- If troops have been disembarked on a colonized planet during
- the game turn, a ground battle will now take place. A window
- will pop up showing the two armies standing face to face.
- During the following battle, the players will have no
- opportunities to influence the outcome of the fight. The
- battle will last until the complete annihilation of the
- defender or the invader.
- Hit the "Escape"-key to fasten up the battle.
-
-
- 6.2. Space ships & Space battles
-
-
- All space ships are moved by one unit. If they arrive to
- their destination planet, the program tests if enemy troops
- are there. If so, a space battle will take place. This
- battle is invisible for the player and only the result will
- be shown, but here is how the battles are simulated:
- Each ship type has an attack value and a defence value. For
- simplicity, these values are equal in Colonial Conquest. The
- attack value represents the number of shots that this ship
- can fire toward the enemy, the defence value represents the
- number of shots that the ship can absorb before being
- destroyed. This value is therefore decreased at each hit and
- once it is zero, the ship will explode.
- In the battle, each side can shoot once until all ships of
- both sides have fired all their guns. Each shot hits with a
- chance of 15% plus the Technology-Level of the owner of the
- ships! (In other words: if you have a Tech-Level of 10, the
- chances of your ships to hit an enemy ship are 25%!)
- If the planet where the battle is taking place is
- colonialized, the enemy side will have the possibility to
- attack it (see "Attack planet" menu of the command
- window!). The attack and defence values of the planet will
- then be added to the total fleet force. Once the defence of
- the planet has dropped to zero, the planet will be without
- defence and invading troops will have the possibility to
- disembark soldiers in the following game turn.
- The player will see the result of all battles in the battle
- report that will be shown at the beginning of every new
- turn.
-
-
- 6.3. Population growth & Production
-
-
- On the planets, the population will grow depending upon the
- food surplus that is produced at each turn. In addition to
- this, the food reserves of the planet will have a negative
- influence if there are not at least 4 units left for every
- colonist. The growth rate will never be higher than 5%.
- At the beginning of the game, you will have 5000 people on
- your planet represented by five colonists. For all next 1000
- people you will get one colonist more.
- As people need room to live, you will have to build city
- complexes (8000 people each) to enlarge the natural capacity
- of the planet (4000 people). If there is no room left, the
- population will not grow anymore!
- Once your population has reached 8000 people, chances for a
- plague to break out will rise. It is therefore useful to
- build a medical center at this time.
- At every turn, all material will be used to build the active
- object. If no object is chosen, all material will go into
- the reserves. Once the object is built, you will see it in
- the planet window.
-
-
-
-
- 6.4. Game End and High-Scores
-
-
- Once one side has lost all its planets and all its
- spaceships or if one of the players has reached the Empire
- rating needed to be incorporated to the Empire (see Section
- 2), the game will end. A normal message will appear at the
- end of your monthly report informing you that you have
- won/lost. You will then have time to look at all your
- planets and space ships (if you are the winner) or to switch
- off the Amiga before the final screen appears (if you are
- the (bad!) looser). Once both players have seen the results
- and ended their turn, a final graphic screen will appear to
- celebrate the winner. After a few seconds you will be able
- to click on your mouse and the game will return to the
- Workbench if you are in the two player mode.
- If you were playing in the one player mode, the high-score
- list will be loaded and displayed. In this list, the players
- are ranked by the number of turns they needed to beat the
- alien opponent. If you made it into the list, you will be
- able to give your name (max. 9 characters) and the program
- will take you into the list. Please make sure that the
- device "ColonialConquest:" is NOT write protected as the
- program has no possibility to check that!
- If you want to clear the list one day, just delete the file
- "Hiscores" from the disk. The program will realize that it
- misses and create a new and empty list after having asked
- you.
-
-
-
-
-
- 7. Last Word
-
-
- Wow! I admit that this manual is quite long! Sorry! It's
- just because the game rules got more and more complicated
- during the programing, and I couldn't resist the temptation
- to implement all new ideas I got during the hours of boring
- game-testing. Fortunately, I think that Colonial Conquest II
- is very easy to handle and the rules are quite intuitive. If
- you are used to play this kind of strategy games, you will
- probably not have to read the whole manual - just start the
- game and have a look! (That's the way impatient people like
- me do it usually!)
-
-
- For all of you who would like to know a little bit more
- about the making of Colonial Conquest, I have written the
- following few lines:
-
-
- This program has been written with the fantastic AMOS Basic
- (v1.36) and compiled with the AMOS Compiler, both from
- Europress Software. It contains more than 8000 program
- lines. The title picture was created with Imagine v2.0 and
- all icons were painted with DPaint IV. It has been designed
- on a A4000 and was therefore always very fast. I hope that
- it will not be too slow on smaller machines.
- Colonial Conquest II has been written to be a nice-looking,
- easy to use immoral strategy game to be played with a
- friend. I hope you will enjoy it!
-
-
- At this point I would like to thank Armand Hirt for his
- incredible Icon-Map-Editor and Michael Unternährer for game
- testing and continuous support. I would also like to thank
- all beta-testers who helped me to develop Colonial Conquest
- II. Without them, the game would be unplayable!
- A big thank you also goes to everybody who develops PD and
- Shareware for the Amiga! Now that the future of our
- favourite machine seems uncertain, I think that it is more
- than ever important to stick together.
-
-
- Comments, donations, postcards, bug reports etc. to:
-
-
- Christian Mumenthaler
- Langgrütstr. 178
- CH-8047 Zürich
- SWITZERLAND
-
-
- E-mail: mumi@mol.biol.ethz.ch
-
-
- PS: Please read the "Copyright"-file too! It is very
- important!
-
-
- Zürich, 25. October 1993
- Revised for Colonial Conquest v1.05 : Zürich, 19. December
- 1993
- Revised for Colonial Conquest II: Zürich, 1. August 1994
-