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- | / / \ / / \____/ \ \ / \
- | / / ____ \ \____/ / / \ ____ \_ \____/ _ \
- | \ \ / \ / |\ \ / \ / \\ \ | \
- ______ \__/ \ | \ \__/ \ \ | \
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- \___________ \ ______ | \ ____________ \ ___________ /
- \ / ______ \ / \ / \ /
- \/ \/ \/ \/
-
- The Docs For Genesia (Mindscape) Brought to You By The Fucking Best:
-
- - BASER EVIL/BACKLASH -
-
- Marking My Return to Amiga Docs - It Won't Be The Last, This Time
-
- Mega-Thanks to Coif for Supplying Me This Manual!
-
- Greetz to the Rest: The Loons, Nut & Bolt, Universal Soldier, Scooter
-
- All Docs Producers Are Invited to Call The Courts of Chaos - Just For Chat
- About This Work. Also Call If Your Group Wants FAST & RELIABLE 0-DAY Docs,
- Typed On Demand to Go With Your Release By The Fucking Best & Fastest,
- All You Need Is A FAX and Some Docs. See End of Doc For the Number.
-
-
-
-
- CREDITS
- ~~~~~~~~~
-
- Original concept: Thomas Zighem
- Product Director: Elliot Grassiano
- Product Manager: Olivier Grassiano
- Designers: Thomas Zighem, Olivier Grassiano, Laurent
- Plu, Franck Quero, Philippe Villain,
- Valerie Perruzza
- Lead program: Thomas Zighem (Amiga), Jean-Paul Mari (PC)
- Graphics & animation: Thomas Zighem, Antoine Rodelet
- Cover artwork: Philippe Mandilas
- Sounds and Music: Thomas Zighem (Amiga), Alexis Montighies
- (Amiga), Claude Abromont (PC)
- Story-board & Manual: Olivier Grassiano, Valerie Perruza
- Press relations: Olivier Grassiano
-
- =====[ Genesia Manual ]======================================[ Page 01 ]=====
-
- GENESIA USER'S MANUAL
-
- CONTENTS
-
- PASSWORD .................................................................. 4
-
- PART I GETTING STARTED IN GENESIA ......................................... 5
- Chapter 1 - A few words on Genesia ........................................ 5
- Chapter 2 - Instalation and loading instructions .......................... 6
- Chapter 3 - Object of the game ............................................ 6
- Chapter 4 - Cmpeting forces ............................................... 7
- Chapter 5 - The different maps ............................................ 8
- Chapter 6 - Using the mouse ............................................... 8
-
- PART II THE ECONOMY ....................................................... 8
- Chapter 1 - The Inhabitants of Genesia .................................... 8
- Chapter 2 - Trades ....................................................... 11
- Chapter 3 - Managing the trades .......................................... 14
- Chapter 4 - Seasons and vegetation ....................................... 17
- Chapter 5 - Buildings .................................................... 18
- Chapter 6 - Construction ................................................. 26
- Chapter 7 - Production and storage ....................................... 29
- Chapter 8 - Money ........................................................ 31
- Chapter 9 - The balance sheet ............................................ 32
-
- PART II THE ARMIES ....................................................... 34
- Chapter 1 - Different types of armies .................................... 34
- Chapter 2 - How to recruit an army ....................................... 35
- Chapter 3 - Characteristics .............................................. 36
- Chapter 4 - Moving around ................................................ 37
- Chapter 5 - Movement bonuses ............................................. 38
- Chapter 6 - Formations ................................................... 38
- Chapter 7 - Captures ..................................................... 39
- Chapter 8 - Emblems ...................................................... 39
- Chapter 9 - Lands ........................................................ 40
- Chapter 10 - Colonisation ................................................ 41
- Chapter 11 - Battles ..................................................... 42
- Chapter 12 - Alliances ................................................... 44
-
- =====[ Genesia Manual ]======================================[ Page 02 ]=====
-
- PART IV INVENTIONS - GENERAL INFORMATION ................................. 45
- Chapter 1 - Introduction ................................................. 45
- Chapter 2 - Conditions ................................................... 46
- Chapter 3 - The table of inventions ...................................... 47
-
- PART V INVENTIONS - THE LIST ............................................. 49
- Chapter 1 - Some information ............................................. 49
- Chapter 2 - Interactive inventions ....................................... 50
-
- PART VI THE JEWELS ....................................................... 54
- Chapter 1 - How to discover the jewels ................................... 54
- Chapter 2 - Prospecting .................................................. 54
- Chapter 3 - The tavern ................................................... 54
- Chapter 4 - Guarding the jewels .......................................... 55
- Chapter 5 - Capturing the jewels of another captain ...................... 56
-
- PART VII THE SCREENS ..................................................... 56
- Chapter 1 - The main screen .............................................. 56
- Chapter 2 - World screen ................................................. 57
- Chapter 3 - Workshop ..................................................... 58
- Chapter 4 - Barracks ..................................................... 58
- Chapter 5 - Temple ....................................................... 59
- Chapter 6 - Tavern ....................................................... 60
- Chapter 7 - Warehouse .................................................... 60
-
- PART VIII SAVING - LOADING ............................................... 61
- Chapter 1 - Saving ....................................................... 61
- Chapter 2 - Loading ...................................................... 61
-
- PART IX OPTIONS .......................................................... 61
-
- PART X ADVICE FOR BEGINNERS .............................................. 62
-
- TECHNICAL SUPPORT ........................................................ 64
-
- =====[ Genesia Manual ]======================================[ Page 03 ]=====
-
- License contract
-
- This software and this users manual are legally potected. All rights are the
- property of Microids S.A. No part f this software or of this manual can be
- cpied or reproduced in any form or by any means without the prior
- authorisation of Microids S.A.
-
- PASSWORD
-
- Despite your many qualities and the confidience that the people of GENESIA
- have in you, some question whether youa re truly an heir to the ancient
- Prince. To ease their doubts, identify your version as the original. Use the
- manual to find the code requested at the beginning of the game. The program
- wil give you a page number and a line number. You must give the first word of
- the line. Open your manual to the corresponding page. Count the number of
- lines to the number given by the computer starting from the top of the page
- (titles count as a line). All you have to do is type the first word (which
- appears in the line in question on the keyboard followed by RETURN.
-
- Example:
-
- Question: Give the first word of line 4, page 6.
- Answer: TURN. Type the word on the keyboard, then RETURN.
-
- =====[ Genesia Manual ]======================================[ Page 04 ]=====
-
- PART I: GETTING STARTED IN GENESIA
-
- Chapter 1 - A FEW WORDS ON GENESIA
-
- Once upon a time, blinded by love, the Prince of the land of Genesia defied
- the all-mighty Gods. For the love of a treacherous woman, he had the tomb of
- the God Neort opened and the sacred jewels removed to adorn his beloved. But
- the wrath of the Gods fell on the country and its inhabitants.
- Today, three of his descendants are returning to the beatiful land of
- GENESIA. But only one can obtain forgiveness from the Gods by recovering the
- jewels of Neort.
-
-
- Chapter 2 - INSTALLATION AND LOADING INSTRUCTIONS
-
- ATARI AND AMIGA
-
- The AMIGA and ATARI versions of GENESIA require at least 1 MB of RAM. The
- ATARI ST must be a 1040 at least.
-
- - Amiga and Atari, without hard disk
-
- Turn off your computer, then turn it back on. Insert the GENESIA
- "Configuration" diskette and follow instructions. On Amiga, if your computer
- has two floppy disk drives, you must disconnect the second drive so that
- Genesia can run smoothly.
- If you want to continue a game where you left off using the same data (e.g.,
- number of players, map number, etc. stored on a diskette), turn your computer
- off, insert diskette 2, and turn the computer back on. If you want to load
- configuration ptions, load GENESIA from the Configuration diskette.
-
- - Amiga with hard disk
-
- Turn your computer off and insert the configuration diskette or diskette no.
- 2 if you want to play with the same options. Follow the instructions.
-
- - Warning!
-
- If your Amiga is equipped with just 1 MB of RAM and a ROM 2.0, you cannot
- play with the additional soundtrack (See PART IX, Options).
-
- - Saving
-
- * If the game is installed on the hard disk, you must save on the hard disk
- or on a diskette.
- * If you are using diskettes, you must save on a diskette formatted with the
- name
-
- =====[ Genesia Manual ]======================================[ Page 05 ]=====
-
- GENESAVE. The program will ask you to insert the disk when needed (see PART
- IX, SAVING - LOADING).
-
-
- PC and compatible (hard disk is mandatory)
-
- * Turn on your computer according to the usual procedure.
- * Insert diskette 1 in the 3"1/2 drive and type the name of the drive (A or
- B) followed by ":", then press RETURN.
- * Type INSTALL, then RETURN.
- * Follow the instructions on the screen.
-
-
- Starting up the game:
-
- Once GENESIA is installed on your hard disk:
-
- * Under DOS, type CD GENESIA and RETURN
- * Type GENESIA and RETURN.
-
-
- Chapter 3 - OBJECT OF THE GAME
-
- YOUR MISSION
-
- Before you start out on thsi adventure, remember that GENESIA needs only one
- master, the greatest strategist of all times: YOU.
- In the world of GENESIA you must demonstarte your superiority at all times:
-
- - You must have the strongest armies to expand your territory.
- - You must be able to guide your people and make sure they lack nothing.
- - You must be the best in managing technological progress.
-
- You must expand at the smoothest possible pace.
- To do this, you must take into account several paramaters, such as nature
- (e.g., the weather, water resources and wood) and the morale of your
- population which will have an impact on its productivity.
-
- You can use the skills of several trades to build thsi new world, including
- farmers, woodsmen, blacksmiths, soldiers, carpenters, and others. Of course,
- none of this will come easily. Even as you work, the other captains are
- striving on their own lands.
-
-
- * The ultimate goal
-
- Bear in mind at all times that you must find the 7 jewels. You can achieve
- this thanks to
-
- =====[ Genesia Manual ]======================================[ Page 06 ]=====
-
- the development of your economy, your military strength and technolgical
- skill.
-
- Before we move on to more detailed explanations, let us give you a word of
- advice: a jewel won can be lost again.
-
-
- HOW TO WIN
-
- GENESIA is not simply a race against the clock. There are sveral ways to win.
- In this paragraph we will examine the eaisest way to start out. As you grow
- more familiar with the game, you will develop your own strategy.
-
-
- Be the first to recover all 7 jewels.
-
- To do this, you must develop your economy and build up considerable resources
- to recruit several men to find the jewels as soon as possible. Moreover, you
- must protect the jewles and thus build up necessary defences. Lastly, you can
- decide to attack the zones on which your enemies store their own jewels.
-
-
- Be the only player left.
-
- This consists of eliminating all of your adversaries. This can be done in
- several ways:
-
- - By capturing all of a player's lands (see PART II, Chapter 8 - CAPTURING A
- LAND)
- - By crushing him militarily
- - By ruining him financially (e.g., by destroying his stocks, see PART II,
- Chapter 5 - The warehouse).
-
-
- DEFEAT
-
- You have lost the game if:
-
- - All of the jewels have been found by one of your adversaries
- - You hve no land or armies left.
-
-
-
- Chapter 4 - COMPETING FORCES
-
- NUMBER OF PLAYERS
-
- When you start up the game, the program asks the number of players. 1 to 3
- people can play. At the beginning of each game there are always 3 players.
-
-
- INDICATE THE NUMBER OF HUMAN PLAYERS
-
- * Click on 1 if you are playing alone. In this case, you play the first
- captan and the two
-
- =====[ Genesia Manual ]======================================[ Page 07 ]=====
-
- other captains are played by the computer.
-
- * Click on 2 if two people are playing. Player number 2 plays the second
- captain and the third captain is played by the computer.
- * Click on 3, if three people are playing. Each one plays a captain.
-
- Enter the names of the players on the keyboard and press RETURN to confirm.
-
-
- CHARACTERS PLAYED BY THE COMPUTER
-
- The captains played by the computer have the same goal as you. However,
- during the game some captains played by the computer can stress economic
- strategies, while others can be far more aggressive (see PART I, Chapter 3).
-
-
- Chapter 5 - THE DIFFERENT MAPS
-
- You can choose between five different worlds. Depending on the world you
- choose, the computer will apply a specific plicy and the game's configuration
- will be different. We recommend starting with world no. I (the computer's
- choice by default).
-
- Each map (i.e., world) has its own strategy.
-
-
- Chapter 6 - USING THE MOUSE
-
- SCROLLING ON THE GAME SCREEN
-
- To scroll down the map, point the mouse arrow in the direction you want on
- the edge of the screen.
-
-
- MOUSE BUTTONS
-
- Clicking on the mouse buttons has a different impact depending on the screen
- zone. We will look at the different effects and functions.
-
-
-
- PART II: THE ECONOMY
-
-
- Chapter 1 - THE INHABITANTS OF GENESIA
-
- YOUR POPULATION
-
- Like any society, your people will evolve.
- In the following chapter, we will see that the inhabitants of GENESIA have
- different
-
- =====[ Genesia Manual ]======================================[ Page 08 ]=====
-
- trades. For the first time in this type of game, the inhabitants have their
- own lives. They work, pay taxes, get married, have children, age, etc. And
- they are vulnerable to various illnesses.
- You start out with a small population made up of settlers who each live in
- their own hut. You must take care to provide them with work as soon as
- possible.
-
-
- Rule no. 1
-
- Each inhabitant of your land must have a house.
- If one of your inhabitants does not have a home, he will revolt, refuse to
- work and is liable to turn your people against you or desert your territory.
-
-
- Time
-
- As in real life, time in GENESIA is measured in years.
- Each year is divided into four seasons (spring, summer, autumn, winter).
- A season represents one turn.
- The game begins in spring.
-
-
- Morale
-
- This is the inhabitants' main feature. It is measured on a scale of 0 to 7.
- When an inhabitant has a morale of 0/7, this is disastrous: he either deserts
- the territory or dies.
- In contrast, a morale of 7/7 makes this inhabitant an excellent, particularly
- productive woker, and a great soldier. You can easily see that morale has a
- determining impact on several factors of GENESIA, including productivity,
- military strength, the desire to start a family, the number of births, etc.
-
-
- Births
-
- Increasing the population is also extremely important. One way to do this is
- to increase the number of births. To do this, you need:
-
- - A land with abundant water and food.
- - Homes capable of containing at least two people (see PART II, Chapter 5 -
- Houses).
- - A man and woman living in the same house.
-
- If these three conditions are met, you will soon have the pleasure of
- celebrating the birth of a beatiful baby!
- He will soon be counted in your population when he grows old enough to work,
- i.e., when he reaches the age of 16.
-
- =====[ Genesia Manual ]======================================[ Page 09 ]=====
-
- Note: to make the game easier to play you do not have to wait 16 turns (i.e.,
- years) before you can employ this new recruit!
-
- Remark: One home can include at most 2 inhabitants.
-
-
- Age
-
- From year to year, your inhabitants age.
-
- - At 16, they are included in the available workers when they become old
- enough to work.
- - Between 20 and 30 they tend to get married. This is the period during which
- they are the most efficient. However, their morale can decline and increase
- rapidly because they have not reached full stability.
- - Between 30 and 40, they become vulnerable to viruses and other diseases,
- but their morale is also less volatile because they have achieved a certain
- stability.
- - Over 49, they die of old age.
-
-
- Diseases
-
- Several diseases can strike your population (we will not list them here so
- that you can discover them as you play).
-
- These diseases have various features:
-
- - Some of them are only contagious in a given season.
- - Some go away by themselves.
- - Some are very contagious.
- - Others are deadly.
-
- They all have something in common:
- * When one of your inhabitants is struck by a disease, he can no longer
- work, and he doesn't pay taxes anymore. However, he tends to consume
- more food and water to fight his infection.
- ** When an inhabitant is sick, by the end of his convalescence, he will have
- aged one or several years.
- *** The only way to fight the various illnesses is to discover vaccines to
- immunise your people (see inventions).
-
-
- THE POPULATIONS OF OTHER PLAYERS
-
- The inhabitants live in enemy territory and evolve in the same way. You can
- lure the population of other players onto your own land by capturing virgin
- territry in the vicinity of
-
- =====[ Genesia Manual ]======================================[ Page 10 ]=====
-
- enemy lands, then by developing an important production site.
-
-
-
- NOMADS
-
- Nomads are men and women who live on no land. They travel over the lands of
- GENESIA in search of a province or land on which to settle. Nomads are
- essential because their strong morale makes them excellent workers.
-
- To lure them onto your land you must have:
-
- - A vacant home.
- - Enough water and food in stock.
- - An average morale of over 5.
- - No edpidimics.
- - No battles underway in your land.
-
-
- Chapter 2 - TRADES
-
- OUTDOOR TRADES
-
- These are the trades that are performed outside the home. It is important to
- differentiate them from other trade categories (indoor trades) when shifting
- a worker from one trade to another (see PART II, Chapter 3 - Changes of
- trade).
-
- When a worker begins his work in the course of season, he will not be
- available again until the following seas. The season affect the yield of
- these trades (see PART II, Chapter 4 - The impact of seasons).
-
-
- Farmers
-
- Farmers are crucial for your economy.
-
- Thanks to them, and mostly to their crops, you will be able to increase the
- number of inhabitants on your land, guarantee the morale of your population,
- meet the needs of other territories, prevent famine, etc.
-
- To work, a farmer needs a field to till. When the game starts you have none.
- To create a field, go to the construction window (see PART II, Chapter 6 -
- Constructions) and click on Field.
-
- In the window representing the type of construction being built, you will see
- the drawing of a field appear. Click on the site on the game screen on which
- you wish to place the field. Choose a plain, and if possible, close to home.
-
- =====[ Genesia Manual ]======================================[ Page 11 ]=====
-
- On your following turn, you will see a farmer tilling the field. A farmer
- cannot farm more than one field.
-
- You need as many fields as you have farmers, if you do not have enough
- fields, the extra farmers will not work. If you have no warehouse, your
- farmers will store no food, everything that is produced will have to be
- consumed right away and any surplus will be wasted. To prevent this disaster,
- make sure you build a warehouse quickly to store your food and avoid a
- famine (See PART II, Chapters 5 and 6).
-
-
- Learn to use your farmers in the most productive seasonssuch as spring and,
- especially, autumn, when the harvest is optimal.
-
-
- In winter, your farmers (and your woodsmen and carpenters) do not go out
- because of the harsh weather. Remember to store enough food to keep your
- inhabitants alive during this period in which there are no cops.
-
-
- The balance sheet (see PART II, Chapter 9, the balance sheets) will give you
- an indication of how long your supplies will last.
-
-
- Example:
-
- Food = 3 seasons
-
- -> Explanations:
-
- Supposing you have no crops, you will have food for the three following
- seasons. However, if the number of inhabitants increases or declins, th
- forcast will change as well.
-
-
- Woodsmen
-
- Wood is an important raw matrial in GNSIA because it is needed in all
- constructions. But before you can use wood in your constructions, you will
- ned to employ woodsmn to cut down trs. The woodsmn will choose which forests
- to xploit. ach woodsmn will cut down his own tree. You will se thm cutting th
- tree, it will take on woodsman a full season to cut down a tree. Once the
- work is done, each tr is replaced by thre trunks. The amount of wood availabl
- to the carpenter will vary depending on th woodsman's moral. When he is done
- with one tree he will move on to the next.
-
-
- Warning!
-
- Be careful not to cut down an entire forest, which would b ecological
- diasater (See
-
- =====[ Genesia Manual ]======================================[ Page 12 ]=====
-
- PART II, Chapter 4) To prevent this disaster, remember to keep an eye on the
- condition of the vegetation in the balance sheet. If you are in the red,
- immediately stop the activities of the woodsmen (see PART II, Chapter 3). In
- winter, the woodsmen do not work.
-
-
- Carpenters
-
- Once a tree is chopped down, it is replaced by three trunks. The next job is
- for your carpenter. The carpenter helps the woodsman. The amount of wood
- prepared will depend on the carpenter's morale. For a carpenter to be active,
- all he needs is an available chopped down tree. Once the carpenter's task is
- finished, the wood is stored in one of the warehouses located on your land
- (assuming one exists). Carpenters do not work in winter.
-
-
- Architetcs
-
- Architects will build different constructions (see PART II, Chapter 6 -
- Constructions). They can build several types of constructions depending on
- what you order. Unless you give them specific instrcutions, they will build
- additional homes for your people. You will be able to see your architects
- construct buildings and monitor the various stages of construction. To see
- the building of an architect under construction, place the mouse cursor on
- the building and click with the right-hand button. A window will appear with
- information. Architects are the only people that work outdoors even in
- winter. Each architect works on his own building. For all outdoor trades,
- click with the right-hand button on a worker to find out about his trade
- (farmer, woodsman, carpenter or architect) and other characteristics (such as
- his sex, morale, function and age). The information will appear in a window,
-
-
- INDOOR TRADES
-
- The advantages of indoor trades is that, contrary to outdoor trades, they can
- be performed all year round (even in winter).
-
- Inventors
-
- Inventions will play a particularly crucial role in helping you fulfil your
- mission. Your inventors will create machines that can help you win. But to
- recruit inventors, you must supply them with a workshop. The workshop must be
- built by an architect. When the workshop is finsihed, you can hire one or
- more inventors. If you only have one workshop, but several inventors, all of
- your inventors are represented on screen by their chief. With several
- inventors, however, your inventions will progress far more rapidly.
-
- =====[ Genesia Manual ]======================================[ Page 13 ]=====
-
- Similarly, the morale of the inventor has an enormous influence on the speed
- with which he performs his task.
-
-
- Blacksmiths
-
- The blacksmiths help the inevntors. They build products designed by the
- inventors. But to create the tools you have ordered, they need raw
- materials - and money to increase their motivation.
-
- Like the inventors, several blacksmiths will be represented on the screen by
- their chief. A team of blacksmiths is more efficient than a single
- blacksmith. The blacksmith can only build certain types of inventions such as
- wagons, boats, cannons and balloons.
-
-
- Specialists
-
- The activities of specialists are performed indoors. At first sight, you may
- think that specialists are of little importance compared to other workers.
- But you will soon realise that they are very important. Each land of GENESIA
- has a specialty such as: culture pearls, fruit, pottery or fabrics.
- Specialists increase the market value of the land.
-
- You can sell your speciliaties to the shopkeeper (See PART II, Chapter 6, the
- shop) and collect a tidy profit. When you recruit specialists, they will
- produce and stock the local speciality. Moreover, the specialist is the only
- person capable of producing fabric which is necessary to manufacture wagons,
- boats and balloons.
-
-
- THE IMPACT OF MORALE ON YIELD
-
- The morale of your inhabitants has a determining impact on their
- productivity. Morale is measured on a scale of 0 to 7. The higher the morale,
- the more productive the labour.
-
-
- Chapter 3 - MANAGING THE TRADES
-
- CHANGES OF TRADE
-
-
- Why change the trade of an inhabitant?
-
- Throughout the game you will have to change the trades of your people. The
- inhabitants of a land are few and you must carefully adjust their numbers to
- have the right trades at the right moment.
-
- =====[ Genesia Manual ]======================================[ Page 14 ]=====
-
- You need to know the following:
-
-
- * To recruit soldiers you need settlers (these appear in the settler column
- of the trades window).
- * You can place a settler in the trade square that interests you.
- * If you have just created farmers, woodsmen, or carpenters, they will not
- become active until the next season.
- * When an inhabitant is inactive, a 'ZZ' symbol appears in the window (he's
- asleep!).
-
-
- Working Conditions
-
- - In winter, farmers, woodsmen and carpenters do not work.
- - You must have as many fields as you have farmers.
- - You must have enough trees for your woodsmen to cut and thus work.
- - Trees must be cut into logs so that the carpenters can take over.
- - Sick inhabitants do not work.
-
-
- When can you change trades?
-
- - Take advantage of the quiet of winter to recruit your armies and explore
- the territory in search of the jewels.
- - If you have few inhabitants, make one of them a woodsmen for one season and
- the next season you will have logs instead of a tree. Before the end of the
- season, change your woodsman to a carpenter. This way, he can start to chop
- the logs as of the following seas, supplying the architects with wood.
-
-
- Warning!
-
- The chopped wood is stored in the warehouse located on your land. If you have
- no warehouse, all of the work will be lost.
-
-
- TRADE CHANGE WINDOW
-
- Appearance
-
- The trade window contains 8 columns.
-
- - Each column represents a trade.
- - Each column contains 2 squares.
- - Each square can be occupied by one inhabitant.
-
-
- The figure displayed next to the words 'fields' 'logs' and 'trees' represents
- the total amount of each respective item.
-
- =====[ Genesia Manual ]======================================[ Page 15 ]=====
-
- Instructions
-
- - To load the trade window, click on the flag in the centre of the field.
- - To exit the trade window, click with the right button of the mouse.
- - To change the trade of an inhabitant, position the cursor on the inhabitant
- of your choice and select by pressing and holding down the left button of
- the mouse. Keep the button pressed and slide the character into the trade
- column of your choice.
-
-
- Example:
-
- You decide to make an inventor a blacksmith:
-
- -> Press and hold the left-hand button of the mouse on one of the inventors
- shown in the inventor column. Then, slide the inventor into the blacksmith
- column and release the mouse button.
-
- * When you make on eof your inhabitants a farmer, woodsman or carpenter, the
- character is represented by the 'ZZ' symbol. In the following ses, if the
- character is working, the 'ZZ' symbol will be replaced by an icon
- representing the trade.
- * With the mouse, position the cursor on the block occupied by an inhabitant.
- The character's morale level appears in the bottom center f the trade
- window.
- * Soldiers are represented in the settlers window. In the screen on the
- previous page, the soldiers are represented in the settlers' column by
- two figures on the second line.
- * In the above example, assuming you have barracks on that land, you will not
- be able to recruit more than two new soldiers since you only have two
- available settlers. The settlers are shown in the 'SETTLER' column by the
- two figures on the upper line.
- * Newcomers in a land automatically sppear in the settlers window.
-
- =====[ Genesia Manual ]======================================[ Page 16 ]=====
-
- Chapter 4 - SEASONS AND VEGETATION
-
-
- As in the real world, there are four different season in a year. Depending on
- the season, rain or snow falls on the land of GENESIA. This will affect the
- behaviour of the people. Seasons have a particularly strong impact on trades.
-
-
- SEASONS ARE VERY IMPORTANT IN GENESIA
-
-
- Summer
-
- GENESIA starts in summer. This is the seson of het and atmospheric pressurema
- and hence of storms and lightning. The problems caused by lightning are the
- following:
-
- - Fires: when lightning falls ons trees, it sets fire to the vegetation.
- - Scorched land: the fires spread and burn everything, especially crops. Once
- a parcel of land is burnt, it will no longer grow plants. To repair the
- damage select the DESTRUCTION icon (see PART VII, Chapter 1, Definition of
- the icons).
-
- The following incidents happen in summer:
-
- - Summer is not a good season for crops and farners are not optimum in their
- work.
- - To prevent damage from lightning, invent the lightning rod (See PART IV and
- PART V of the manual).
- - Summer rain storms help replenish underground water supplies.
-
-
- Autumn
-
- This season is particularly productive for farmers since it is when the crops
- are harvested. In autumn, food resources improve considerably. This is when
- the earth is most productive, and when the underground water supplies are the
- most plentiful.
-
-
- Winter
-
- Winter in GENESIA is extremely harsh, and all outdoor activities (farming,
- lumber and carpentry) automatically come to a stop. Also, the inhabitants
- tend to catch colds and more serious diseases that can be very contagious.
-
-
- Note:
-
- - Quickly invent vaccines to protect the health of your people (see PART IV
- and V).
-
- =====[ Genesia Manual ]======================================[ Page 17 ]=====
-
- - In winter, many people are inactive (farmers, woodsmen and carpenters). You
- can take advantage of this period of inaction to enlist the sttlers in your
- army. But be careful: their morale is likely to be a little low which means
- that your soldiers will have few life points.
-
-
- Spring
-
- Spring raises the mood of your people and raises their morale points, which
- is fortunate because spring is also when the taxes are levied. The vegetation
- grows back and Nature awakens. Spring is also the season when babies are
- born.
-
-
- CAUSES AND EFFECTS OF DROUGHT
-
- Drought and the depletion of underground water resources is a catastrphe
- because this prevents any renewal of natural resources.
-
- * case no. 1
-
- - Too many wells -> depletion of underground water sypplies -> no crops.
-
- solution:
-
- You must destroy certain wells (See PART VII, Chapter 1, Main Screen,
- definition of icons, destruction icon), then wait for the rain season for the
- underground water reserves to be replenished.
-
- * case no. 2
-
- - too many woodsmen -> too many trees cut down -> no rain -> depletion of
- water supplies.
-
- solution:
-
- Go to the trades window to stop the work of the woodsmen as of the following
- season. As long as you have at least one tree, nothing is lost. If the earth
- is rich enough, new trees will sprout and the vegetation will return.
-
-
- Chapter 5 - BUILDINGS
-
- ACTION BUILDINGS
-
- Action buildings are buildings in which you can act.
- To enter oone of these buildings, place the cursor of the mouse on the chosen
- building and
-
- =====[ Genesia Manual ]======================================[ Page 18 ]=====
-
- click on the right-hand button. For information on the building click with
- the left-hand button.
-
-
- The barracks
-
- In the barracks, you can:
-
- Change the taxes
-
- Tell the administrator who is always in the barracks to collect the taxes.
- You can increase or decrease the taxes. Choose 5%, 10%, 20% or - if you are
- in a particularly generous mood - 0%.
-
- Avoid raising taxes too much. At 20%, your people could revolt rapidly.
-
- Taxes are collected at the end of winter and the amount collected appears at
- the beginning of spring on the taxes sheet.
-
-
- To change the taxes:
-
- - Go to the main screen. Place the cursor on the barracks and click the
- right-hand button to enter the barracks.
- - Click on the administrator, which is the character sitting behind the table
- (see PART VII, Chapter 4 - The Barracks). (Place the cursor on the
- adminstrator and click.) Three messages will appear:
-
- - Change the tax rate.
- - Recruit an army.
- - Offer an alliance.
-
- - Click on tax message.
-
- Several percentages appear.
-
- -Click on the tax rate you want.
-
- =====[ Genesia Manual ]======================================[ Page 19 ]=====
-
- Recruit armies:
-
- The barracks is the only place you can recruit an army.
- As you advance in the game, you will have the choice between different types
- of armed forces, but in the beginning of the game, you have only one type of
- army, made up of ordinary soldiers. (See part III, Chapter 1 of this manual
- for further information on armies).
-
- Warning!
-
- You can only enlist inhabitants who are not working outdoors and who are not
- sick. Once your men have been recruited, they will wait for you in front of
- the barracks.
-
-
- The warehouse
-
- Warehouses are a critical factor for the success of your land. You must own
- at least one on each of your lands.
- The warehouse stores food, drinking water, wood, metal, stone, fruit,
- pottery, fabrics and rare pearls. A warehouse has a storage capacity of 500
- units.
-
- Warning!
-
- Each of your lands are independent, i.e., land A and land B each have their
- own stocks.
-
- To enter a warehouse, position your cursor on the warehouse and click on the
- right-hand button.
- You can move the contents of your warehouses.
- To do this, the inventors and blacksmiths of your land must have invented and
- built at least one wagon.
-
- You can sell the contents of the wagon to the shop (see PART II, Chapter 5,
- The shop and PART II, Chapter 7 for more information).
-
- =====[ Genesia Manual ]======================================[ Page 20 ]=====
-
- The workshop
-
- This is where your inventors and blacksmiths invent and build tools.
-
- You must have a workshop for your inventors and blacksmiths. Inside the
- workshop, you can invent and build. To invent, you need one or more inventors
- and a workshop.
-
-
- To launch and invention:
-
- - On the main screen, place the cursor on the workshop and click on the
- right-hand button.
- - A window appears providing information on the type of invention being
- produced.
- - Clicking on ENTER, to enter the workshop.
- - Position the cursor on the inventor - i.e., the character standing before
- the workbench - a message appears to inform you whether your inventor is
- available. If he is not available, he can inform you of the state of his
- research.
- - Click on the inventor with the left button to display the invention sheet.
- (see PART IV, Chapter 3 - Inventions).
-
-
- Warning!
-
- The inventors of the same land work together on the same project.
-
-
- Example:
-
- If you have three inventors on land A, and you order them to invent
- something, all three will work together on that project. You cannot ask all
- three of them to work on separate projects.
-
-
- To build a product which has been invented, you need one or several
- blacksmiths and a workshop.
-
- - On the main screen, place the cusror on the workshop and click on the
- right-hand button.
- - A window appears providing information on the type of invention being
- produced.
-
- =====[ Genesia Manual ]======================================[ Page 21 ]=====
-
- - Clicking on ENTER to enter the workshop.
- - Place the cursor on the blacksmith (the character holding a hammer and
- standing before the anvil).
- - If your blacksmith is available, he will suggest a list of products
- (cannon, wagon, boat and balloon).
- - Click on the object you are interested in. The blacksmith will give you a
- list of raw materials needed and will tell you how much it costs to make
- the product.
-
- The blacksmiths of the same land work together on a single project.
-
- Example:
-
- If you have three blacksmiths on land A, and you order them to build
- something, all three will work together on that project. You cannot ask them
- to work on seperate projects.
-
-
- The tavern
-
- The tavern is where the adventureres hang out. This is where youc an obtain
- information on the jewels. At certain times, you may find sinister looking
- individuals seated at the tables. Adventurers are greedy men who like gold,
- but they can help you in your quest.
-
- If you buy their information, you may learn where the jewels are. When you
- ask as adventurer for information, he will ask you how much you are willing
- to pay. Depending on the amount you give, the infromation you receive will be
- more or less precise.
-
- - On the main screen, with the mouse, position the cursor on the tavern and
- click on the right-hand button.
- - If you see any adventurers (characters sitting at the tables), position the
- cursor on one of the adventurers and click on the left button. A message
- will appear, asking you how much you are willing to pay. Click on the
- desired amount.
- - A map of GENESIA will appear. The tavern is at the center of the map and
- the jewels are represented by a lather bag.
-
- =====[ Genesia Manual ]======================================[ Page 22 ]=====
-
- Warning!
-
- GENESIA is represented at a 45 degree angle while the map the adventurer
- shows you is viewed from above. The information may be very vague. The higher
- the sum given, the more precise the information you receive will be.
-
-
- The temple
-
- The temple is a sacred place.
- In the temple, you can:
- - Make an offering.
- - Deposit the jewels.
-
- * It is very umportant to make an offering. Depending on the size of the
- offering, it will lift the morale of your people more or less (those living
- on the land on which the temple is located) and increase the lands
- fertility.
- - From the main screem, position the cursor on the temple with the mouse and
- click with the right button.
- - Inside the temple, position the cursor on the Master who will ask you how
- much you are prepared to offer. Position the cursor on the desired amount
- and click on the left button.
-
- * The temple is the only place in which you can store and keep the jewels you
- find. When you find a jewel, a window appears asking you in what temple you
- want to store it. If the temple is destroyed by the enemy, all of the
- jewels stored inside will be left outisde, and accessible to anyone!
-
- You can build several temples, but it is unnecessary to have more than one
- temple on a single land. In contrast, if you have temples on other lands,
- this will
-
- - Boost the morale of your people.
- - Enable you to spread the jewels you find around and thsu protect them more
- efficently.
-
- =====[ Genesia Manual ]======================================[ Page 23 ]=====
-
- The shop
-
- The shop can help you increase your revenues. But to be able to benefit from
- the "generosity" of the shopkeeper, you need a wagon (See PART IV, Chapter 2
- - Interactive inventions).
- Bring your wagon to the front of the warehouse (See PART II, Chapter 5 - The
- warehouse), load it with goods, and bring your wagon to the shop. The
- shopkeeper will buy whatever is in the wagon.
-
- This will help you considerably:
-
- * Your income will increase.
- * If your warehouse is too full, you can remove some of your goods.
-
- If you wish, you can also sell raw materials to another player.
-
- Example:
-
- If player 2 has a lot of money but very few raw materials (such as stone,
- wood and metal), you can load your wagon and bring yoru goods to the other
- player's shop. The goods in the wagon will be available in the other player's
- warehouse and you will receive a sum of money. These exchanges can only take
- place if there is mutual confidence. If you do not feel completely safe, we
- suggest having your wagon escorted by armed soldiers to protect your goods.
-
-
- Drills
-
- Drills are crucial to the economy since they are the only way to obtain stone
- and metal. Without drills you cannot build anything. Contrary to the other
- buildings, you cannot go inside.
-
- =====[ Genesia Manual ]======================================[ Page 24 ]=====
-
- A single drill can extract both stone and metal (see PART II, Chapter 7 -
- Production). But if you want to produce more stone than metal, position the
- drill at the top of a mountain, and preferably on a rock. If you place a
- drill at sea level, it will produce more metal than stone.
-
- To position your drill:
-
- - Open the construction window.
- - Select the drill command.
- - You must have an architect available.
- - Position the cursor with the mouse to choose a production site on the game
- screen.
- - Click with the left button to get your architect started on the
- construction of the drill.
-
-
- Warning!
-
- Once installed, a drill cannot be placed elsewhere.
-
-
- HOUSES
-
- Houses are where your inhanbitants live. You are not in charge of managing
- their construction and your architects will decide what types of houses to
- build. Depending on the type of house, your architects will get the materials
- they need from your warehouse.
-
- Warning!
-
- Your population cannot increase ulness you have vacant homes. You must thus
- let your architects freely build the homes of their choice.
-
- However, you can interrupt the construction of a house. To do this, pen the
- constructions window and select the type of building you want. The house that
- is being built will be cancelled and will be replaced by your order.
-
-
- Different types of houses:
-
- * Huts and cabins
-
- Huts and cabins are the most primitive of hosuing. As long as your land is
- still as a primitive stage of development, your architects will build this
- type of house which requires no raw material input. The drawback is that they
- can only house one person.
-
- =====[ Genesia Manual ]======================================[ Page 25 ]=====
-
- * Small farms, Houses and Inns
-
- These are better quality lodgings that can house two people, making marriages
- possible and therefore a larger population.
-
-
- DEFENSIVE BUILDINGS
-
- These buildings protect you from an enemy attack.
- They must be built by your architects.
-
-
- Stone walls
-
- You can build stone walls around towns, sites, or buildings that you feel
- need special protection (for example, a temple).
- Building a wall will cost raw materials as well as some money.
-
-
- Portcullises
-
- Once you have built a rampart (i.e., 2 walls side by side) you can install a
- portcullis. This is a major advantage since by clicking on it with the mouse,
- you can open the portcullis to let your armies in or out. Click again on the
- portcullis to close it and prevent enemy armies from penetrating your land.
-
-
-
- Chapter 6 - CONSTRUCTIONS
-
- INSTANT BUILDINGS
-
- So-called "instant" buildings are those that involve no work by architects.
- These include roads, wells and fields which can be created simply by clicking
- on the mouse. There is no construction delay.
- However, these constructions will cost money which will be automatically
- taken from your coffers, as well as raw materials which are needed for wells
- and roads. Instant buildings are represented by an "I" in the construction
- window.
-
- General rules concerning instant constructions
-
- - To launch a construction, open the constructions window.
- - To do this, click on the anvil icon in the window at the bottom of the
- screen; a window with the list of constructions will appear.
- - The figure on the right is the cost of the building.
- - Place the cursor on the construction you are interested in. The cost of the
- construction in raw materials will be displayed.
-
- =====[ Genesia Manual ]======================================[ Page 26 ]=====
-
- Click with the left-hand button of the mouse to confirm your choice.
-
- - The chosen construction will appear in the "in progress" window (see main
- screen).
- - Once you have chosen the cnstruction you want to build, select where you
- want the construction to be placed. Position the cursor on the game map and
- click with the left-hand button to confirm the position.
- - You must own the land on which you plan to build (see main screen).
-
- Example:
-
- To build a road, open the construction window; using the mouse, place the
- cursor on "Road". A new window will appear which will indicate the cost in
- raw materials. Click with the left-hand button to confirm.
-
-
- Roads
-
- When you travel in GENESIA you use up travel points (see PART III, Chapter 5,
- Travel points). Roads make it easier for your armies or wagons to get from
- one point to another, by cutting in half the number of travel points needed.
-
- Roads have one main advantage: they facilitate exchanges between your lands.
- Thus, if you own several lands, connecting them with roads and crossroads
- saves your travel points.
-
- It is impossible to build roads over mountains or over the sea.
-
-
- Wells
-
- Wells provide drinking water which is drawn from the underground reserves. If
- you dig too many wells, yu risk drying up the underground water supplies.
-
-
-
- Warning!
-
- Too many wells will tie up the underground water reserves (see PART II,
- Chapter 4 - Sesons and vegetation).
-
-
- Fields
-
- These enable farmers to grow crops. You must have at least as many fields as
- farmers.
-
- =====[ Genesia Manual ]======================================[ Page 27 ]=====
-
- COMPLEX CONSTRUCTIONS
-
- Contrary to instant constructions, complex cnstructions require the work of
- an architect.
-
-
- Ordered Buildings
-
- These are the buildings that you must specifically order (e.g., barracks,
- drills, etc.). The architect will follow your orders and will build the
- constructions you ask for. If no architect is available, a message will
- appear on the screen.
-
-
- General rules concerning building oredrs placed with an architect:
-
- - First open the construction window.
- - To do this, click on the icon representing an anvil in the window at the
- bottom of the game screen; a window will appear with the list of buildings.
- - The buildings cost is indicated on the right.
- - To know the cost in raw materials, place the cursor on the building of your
- choice, a window will appear indicating the consumption of raw materials
- for each unit.
- - Click on the left button of the mouse to confirm your selection.
- - The icon representing the building you have chosen will appear in the
- window (see main screen).
-
-
- Warning!
-
- You must have an architect available:
-
- - Once you have chosen the type of building, choose the location by moving
- the cursor on the game map to the point on which you want the building
- constructed and clock on the left-hand button to confirm.
- - You must own the land on which you plan to build.
-
- The following buildings require an architect (see PART II, Chapter 5 -
- Buildings for a detailed description of each type of building): barracks,
- workshops, taverns, shops, warehouses and stone walls.
-
-
- Autonomous buildings
-
- These are the buildings that the architects build on their own, i.e., houses.
- An architect will build houses if the following conditions are met:
-
- - Economic conditions are favourable.
- - The warehouse contains enough raw materials.
- - The architect is healthy.
- - No other construction order has been given at the beginning of the season.
-
- =====[ Genesia Manual ]======================================[ Page 28 ]=====
-
- THE NECESSARY EQUIPMENT
-
-
- Type of Price of Wood Metal Stone
- building building Consumed Consumed Consumed
- ---------- ---------- ---------- ---------- ----------
- Barracks 1,214 8 8 12
- Drill 1,020 8 8 8
- Temple 719 15 8 20
- Workshop 639 8 8 12
- Tavern 545 12 8 15
- Shop 425 8 8 10
- Warehouse 315 8 5 6
- Stone Wall 206 0 0 5
- Portcullis 103 1 5 3
- Well 84 2 2 3
- Road 33 0 0 1
-
-
-
- Chapter 7 - PRODUCTION AND STORAGE
-
- Production and storage are the keys to victory. Your inhabitants will produce
- the supplies and materials you need to develop your economy.
-
-
- PRODUCTION
-
- Note: See also chapter on trades.
-
- Food and water
-
- * Your families cultivate your fields and store the fruit of their labour
- themselves in the warehouse.
- * When you dig wells, these draw water from underground water resources.
- Drinking water is stored directly in the warehouse. The inhabitants of the
- land draw the amount of food and water they need. If there is a famine, a
- message from your inhabitants will appear on screen.
-
- =====[ Genesia Manual ]======================================[ Page 29 ]=====
-
- Raw materials
-
- * Wood
- ~~~~
- To produce wood (a necessary component of all buildings) you need to call in
- your woodsmen and carpenters. Your woodsmen will choose which trees to cut
- down. Once their task is accomplished, the carpenters will work on the tree
- trunks. When they are finished, the wood is stored directly in the warehouse
- where it becomes available for your architects. If you run out of wood, a
- message will appear on the screen.
-
- * Stone and metal
- ~~~~~~~~~~~~~~~
- Production of these materials is determined by the position of the drill.
- Both are produced with a drill. If you want more stone than metal, place your
- drill at the top of a mountain, preferably on a rock.
-
- If you place your drill at sea level, it will tend to produce more metal than
- stone.
-
- All materials extracted are stored in the warehouse. If you run out of stone
- or metal, a message will appear on screen.
-
-
- Specialties
-
- Specialists work at home. They produce pottery, pearls, fruit and fabrics.
- Stocks of these items in your warehouse will increase at the end of each
- season.
-
- Pearls, pottery and fruit can only be sold in the shop. Fabric has other
- uses. It can be:
-
- - Sold like another speciality to the shopkeeper.
- - Stored to produce certain inventions like the balloon (see PART V, Chapter
- 2 - The balloon).
-
- Each land has its own speciality. This can be pottery, pearls, fruit or
- fabric. The specialist will produce twice as much of the lands speciality
- than of the other three Specialities.
-
- Example:
-
- The speciality of your land is fabric. If at the end of the season, if your
- specialist produces 3 units of fruit, three units of pearls and 3 units of
- pottery, he will produce 6 units of fabric.
-
- =====[ Genesia Manual ]======================================[ Page 30 ]=====
-
- STORAGE
-
-
- Warehouses
-
- As you have already guessed, to store the output of a land you must have at
- least one warehouse. Each warehouse has a storage capacity of 500 units. When
- you enter the warehouse, the figure in the top right hand corner indicates
- the units used up. With each new warehouse you build, your overall storage
- capacity increases by 500 units.
-
- Example:
-
- If you have two warehouses on a land, your Total Storage Capacity (T.S.C.)
- will increase to 1,000 units.
-
- The warehouse is emptied as:
-
- * Raw materials are used up for construction.
- * Food and water are consumed by inhabitants.
- * Some goods are carried out by the wagon.
-
- Be careful not to overstock
- When a warehouse is full, any surplus production i slost. This means your
- farmers, woodsmen and carpenters work for nothing.
-
- Solutions:
-
- - de-stock goods using the wagon
- - build a new warehouse
- - stop producing
-
-
-
- Chapter 8 - MONEY
-
- As in any game, economic strategy plays a critical role. It is very important
- to manage your money. You have to keep track of what you spend and what you
- earn.
-
- YOUR EXPENSES
-
- Your capital diminishes with each of the following developments:
-
- * Cost of constructon: Each time you launch a construction, a certain amount
- is deducted from your capital.
- * Purchasing goods from another player: If you have a shop and another
- players sells his
-
- =====[ Genesia Manual ]======================================[ Page 31 ]=====
-
- goods in one of your stores, your stock increases, but some money will be
- deducted.
- * Paying your blacksmiths: This happens every time something is invented.
- * Making an offering to the temple: This increases the morale of your people
- and the fertility of your land.
- * Buying information on the jewels: These are the bribes you must pay the
- adventurers in the tavern.
-
-
- YOUR REVENUES
-
- * Taxes: At the beginning of the spring, the inhabitants of your land pay
- their taxes. The more inhabitants, the more taxes.
- * Selling goods to the shop: Selling goods to the shopkeeper increases your
- revenues.
- * Selling goods to another player: First negotiate with another player to
- sign a trade pact.
- * Bonuses: In the world of GENESIA, one can receive a bonus for a remarkable
- deed.
-
-
-
- Chapter 9 - THE BALANCE SHEET
-
- The balance sheet is divided into two parts. The sheet called BALANCE 1
- provides visual indications represented by gauges. The sheet called BALANCE 2
- provides the same indications, but stated in figures. BALANCE 2 also provides
- the average performances of each land, including water and food reserves.
-
- =====[ Genesia Manual ]======================================[ Page 32 ]=====
-
- - for each land: this shows your position for each of the components of your
- land (water, wood, metal, etc.)
- - the average of your lands: in Balance 2, click on 'Average'.
- - forecasts: you can easily manage your water and food needs based on the
- indications provided by reserves (see Balance 2)
-
- Example:
-
- - Food = 4 seasons
- -> This means you have enough food to feed your people during the next four
- seasons.
-
- - Drinking water = 2 seasons
- -> This means you have enough drinking water for the next two seasons.
-
- These indications are very important because they tell you if yur reserves of
- water and food are sufficient or if you must produce more.
-
- =====[ Genesia Manual ]======================================[ Page 33 ]=====
-
- PART III: THE ARMIES
-
- Chapter 1 - DIFFERENT TYPES OF ARMIES
-
- What You Need to Know:
-
- Armies vary according to:
-
- - Potential action points.
- - Potential attack points.
- - Potential defense points.
- - Ability to use projectiles.
-
- SOLDIERS
-
- Soldiers are the smallest unit of army. At the beginning of the game, before
- you have invented anything, your soldiers have no additional attack or
- defense points. As the game progresses (with the help of your inventors), you
- will strengthen your soldiers by supplying them with very sophisticated
- weapons and protection.
-
-
- ARCHERS
-
- Once you have invented projectiles, you will be able to hire archers. Several
- types of launch weapons can be invented (see PART V, Chapter 1, Inventions).
- Archers have the considerable advantage of being able to strike the enemy at
- a distance.
-
- To fire a projectile:
-
- - Place the cursor on the archer.
- - Click the right button of the mouse, a multiple-choice window opens.
- - Select the "FIRE" option.
- - Place the cursor on the target.
- - Click to confirm.
-
-
- Warning!
- When you shoot a projectile, sction points will be deducted (See PART III,
- CHAPTER 4, Action points).
-
-
- HORSEMEN
-
- Once you have invented the strap, you can move about on horseback which has
- the
-
- =====[ Genesia Manual ]======================================[ Page 34 ]=====
-
- advantage of using only one action point per field square (instead of two
- movement points for soldiers and archers). Horsemen move twice as fast as
- foot soldiers.
-
-
- KNIGHTS
-
- Knights are the most efficient troops, since they travel on horseback and are
- also better protected (because of their coat of mail - which you have to
- invent). They also have a greater attack potential than other troops.
-
-
- Chapter 2 - HOW TO RECRUIT AN ARMY
-
- WHERE TO RECRUIT AN ARMY
-
- To recruit an army:
-
- - You must have available settlers (See PART II, CHAPTER 3).
- - You must have barracks.
- - You must have a sufficient number of gold coins to pay for their
- enlistment.
-
- If these conditions are filled:
-
- - Click with the right mouse button on the barracks.
- - Click on the administrator, the person seated behind the table.
- (Position the cursor on the administrator, then click the right button of
- the mouse)
-
- Three messages will appear on the screen:
-
- - Change the tax rate.
- - Recruit an army.
- - Offer an alliance.
-
- Click on "Recruit an army"
- The administrator will then ask what tupe of army you wish to enlist.
-
- - Select the desired type of army (soldiers are always available even at the
- beginning of the game).
- - According to the number of settlers you have on the field, the
- administrator will offer a certain number of men available for enlistment.
- - Click on the desired number.
- - A certain amount of money will be asked to pay the recruits.
-
- =====[ Genesia Manual ]======================================[ Page 35 ]=====
-
- - Click on the message "Here are your gold coins."
- - If you do not have enough money, click on the message "I do not have enough
- gold coins."
-
-
- WHO CAN BE ENLISTED?
-
- You can enlist only the inhabitants of your own land, providing they are in
- good health.
-
-
- HOW TO DEMOBILISE A SOLDIER
-
- Place the soldier(s) on the square next to the barracks in which he (they)
- was (were) enlisted.
-
- - Click on the right button of the mouse, a multiple choice window will
- appear.
- - Select "DEMOBOLISE".
- - You will find your ex-soldiers amoing the settlers.
-
-
- Chapter 3 - CHARACTERISTICS
-
- LIFE POINTS
-
- Your armies are made up of men and women. Their life points depend on their
- morale.
-
- Example:
-
- You have decided to recruit a farmer with a morale of 6 out of 7 (6/7).
- Open the trades window and place the figure of the farmer with the 6/7 morale
- in the sttlers column. The soldier you will latter recruit will have
- thereafter six life points, in proportion to his morale as a farmer, then as
- a colonist which was six.
-
-
- ATTACK POINTS
-
- Attack points determine the amount of damage done to an adversary when he is
- hit. If the attack potential is of three, these destruction points will vary
- from 1 to 3 when youstrike your adversary. In GENESIA you will find that your
- soldiers - according to their class - will have different attack potentials.
- At the beginning of the game, your armies will only have daggers and nothing
- to protect them.
-
- As you progress in the game and more specifically in the development of your
- inventions, you will be able to increase the attack potential of your troops.
- Thus with more effective weapons such as the sword, the rapier, and in
- particular the broadsword, the soldiers' attack potential will increase
- considerably.
-
- =====[ Genesia Manual ]======================================[ Page 36 ]=====
-
- DEFENSE POINTS
-
- Defense points follow the same principle as attack points. The only
- difference is tha they determine the extent to which your armies are
- protected from attacks. By inventing armours such as the breast plate, the
- coat of mail and the armour, you will greatly increase your armies' defense
- potential.
-
-
- Chapter 4 - MOVING AROUND
-
- To Move a Unit:
-
- - Click on the desired unit with the left button of the mouse.
- - Place the cursor of the mouse on the dsired destination.
- - Click with the left button on the mouse to confirm.
-
- Warning!
-
- The distance must represent no more than your total action points, otherwise
- it is not taken into account.
-
-
- MOVEMENT POINT
-
- For a unit to move, it must use movement points. These points will be
- deducted from the action points displayed on the sign (See PART VII,
- Screens). Action points allow the movement of both military and civilian
- units, such as carts, cannons, boats and balloons. At the beginning of a
- turn, a certain number of action points are given for each unit. When a
- unit's number of action points is used up by a movement, a message will let
- you know. Wait for the next turn (the following season) to move again.
-
-
- DISPLAY OF MOVEMENT POINTS
-
- The number of movement points absorbed depends of the type of terrain on
- which your units are travelling. The best way to move units is to use roads.
- Plains should be crossed because of the low demand on movement points.
- Mountains and sand (beaches) require the most movement points.
-
- =====[ Genesia Manual ]======================================[ Page 37 ]=====
-
- Forests
-
- Demand 3 movement points to enter but offer the strategic advantage of
- camouflaging your armies by making them invisible to the enemy. Warning: the
- opposite is quite possible. To find out if an army is hidden in the forest,
- simply move a unit to the edge of the forest.
-
-
- The Sea
-
- With the invention of the boat, you can move on the seas and save many
- movement points.
-
-
- The Air
-
- The skies will be accessible with the invention of the balloon: the ultimate
- weapon, as well as a means of espionage and movement in GENESIA.
-
-
-
- Chapter 5 - MOVEMENT BONUSES
-
- During the game you will have several opportunities to gain extra movement
- points.
-
- EXPERIENCE
-
- How you play GENESIA will be assessed as the game advances. Thus when you
- successfully carry out certain actions, if your expansion is well managed, if
- your people are happy with their king, if..., certain experience points are
- given. The experience points are represented on the screen by pieces of the
- Abora Globe displayed on the game screen. With every new piece of the globe,
- you will receive movement, money or raw materials bonuses.
-
-
- INVENTIONS (see PART IV, Inventions)
-
- Inventions are crucial to increase the number of your movement points as well
- as to make your armies more efficient, more aggressive and more resistant. We
- suggest you consult the chapter on inventions to study closely the
- correlationbetween certain inventions and their advatages for your armies.
-
-
-
- Chapter 6 - FORMATIONS
-
- A formation is made up of several units which have been brought together to
- be more agressive during a battle.
-
- =====[ Genesia Manual ]======================================[ Page 38 ]=====
-
- MERGING SEVERAL ARMIES
-
- To merge several units you must place them on adjacent squares. Click on one
- of the units with the left button of the mouse. A window will appear with the
- option "ENLIST". Select this option to merge the companies.
-
-
- Advantages of a formation:
-
- - The movement of several small units grouped into one bigger units becomes
- more efficient.
- - The life points, the attack points and the defense points of all the units
- are combined. The formation becomes an important attack entity.
-
-
- BREAKING UP A GROUP OF ARMIES
-
- To break up a formation of units click on the formation with the left button
- of the mouse. A window will appear with the option "DIVIDE". Select this
- option to break up a formation.
-
- Drawbacks of a formation:
-
- - You cannot spread your men.
- - The damage from enemy projectiles (arrows, cannonballs...) will be more
- extensive on a formation than on individual units.
-
-
-
- Chapter 7 - CAPTURES
-
- UNITS YOU CAN CAPTURE
-
- You can capture enemy units and take them over. You can only capture wagons
- and cannons.
-
-
- HOW TO MAKE A CAPTURE
-
- To do this, you must surround the enemy unit with two of your own units.
-
-
-
- Chapter 8 - EMBLEMS
-
- MEANING OF EMBLEMS
-
- An emblem is the flag located in the centre of a land. To conquer a land, you
- must position one of your armies on an adjacent square.
-
- =====[ Genesia Manual ]======================================[ Page 39 ]=====
-
- COLOURS
-
- To identify the (potential) owner of the land you wish to conquer, place the
- cursor on the area and glance at the colour of the flag represented at the
- top of the game screen next to the mini-map (see PART VII, Chapter 2 - World
- screen). Depending on the colour of the flag, you know who controls the land.
-
- White corresponds to player number 1.
- Yellow, to player number 2.
- Blue, to player number 3.
-
-
-
- Chapter 9 - LANDS
-
- REPRESENTATION OF LANDS
-
- GENESIA'S various maps are displayed om the screen at a 45 degree angle.
-
- The large map
-
- The main map shown at the beginning of the game (or by clicking on the
- "planet" icon on the playing screen) shows the world in which you will find
- yourself, with its mountains, its plains and its seas. The players'
- territories are represented by the colour of their emblems. When you press
- one of these emblems, you will be placed on its land. All the maps of the
- world are divided into 64 squares, 8 squares high by 8 squares wide. Each
- square represents a land with plains, mountains, forests, lakes, seas, etc.
-
- The map of the game screen (see PART VII, Chapter 1)
-
- This map represents the main field in GENESIA: it is your area of activity.
- It represents a portion of a land. Each area is divided into 256 squares, 16
- squares high by 16 squares long. In each of these squares, you can find a
- square of plain, or a tree; you can place a field or erect a building.
-
- The mini-map of the game screen (see PART VII, Chapter 1)
-
- This mini-map is placed at the top of the screen. It gives a general view of
- the world. Clicking on the button at the edge of the mini-map opens or closes
- the information mode. When the information mode is open, the boundaries of
- each land are displayed and the name of each object is given. Example: If you
- place the cursor on a tree, a message will tell you if it is a palm, a poplar
- or a fir tree.
-
- =====[ Genesia Manual ]======================================[ Page 40 ]=====
-
- The mini-map is also very useful for moving from one land to another.
-
- Example:
-
- You are on a land placed on the upper left hand corner of the mini-map, you
- would like to see a land placed in the lower right hand corner. Position the
- mouse cursor on the mini-map and click on the desired land. The main game
- screen will display the land you are interested in.
-
- Note:
-
- The white area shown in the mini-map is the area displayed on the main
- screen. Your land is represented on the mini-map by the colour of your
- emblem.
-
-
- TO CONQUER A LAND
-
-
- Unclaimed Land
-
- By definition, unclaimed land belongs to none of the players. To take over
- unclaimed land, place one of your troops on a square adjacent to the emblem
- of the land you wish to conquer. Click on the army which is next to the
- emblem with the right button of the mouse. A window will appear with several
- options including "CONQUER TERRITORY" and "COLONISE". Choose "CONQUER
- TERRITORY." You have acquired a new land. (See PART III, CHAPTER 10,
- Colonisation).
-
- Land conquered by another player
-
- When the land belongs to one of the other two players, matters become more
- complicated because you will have to confront the adversary who owns the
- land. To take the land, place one of your troops on the square next to the
- emblem of the land. Place the mouse cursor on the soldier next to the emblem
- then click the right button of the mouse.
-
-
-
- Chapter 10 - COLONISATION
-
- DEFINITION
-
- Colonisation is the step following the conquest of an unclaimed land. By
- colonising a land, you can develop its economy. When one of your troops is
- placed on the square next to the land's emblem, click with the left button of
- the mouse on the soldier. A window is displayed offering the choice between
- "CONQUER TERRITORY" and "COLONISE".
-
- =====[ Genesia Manual ]======================================[ Page 41 ]=====
-
- Click on COLONISE
-
- The colonising army immediately turns into an architect. This architect
- builds a hut and moves in as soon as the hut is finished. Once he has a home,
- the architect moves out of his original land into the new land. He is no
- longer part of the population of his former land.
-
-
- ADVICE FOR COLONISATION
-
- - As soon as your architect has built his house, you should build a
- warehouse.
- - Let at least one architect build houses to attract possible travellers who
- can become settlers.
- - Colonise a land where the land is fertile, the vegetation lush and the
- water table high.
- - Colonise land next to your land with a large population and stockpiles.
- Your architects will go build houses themselves on the new colony.
-
-
-
- Chapter 11 - BATTLES
-
- During the battle, you have no control over the actions of the troops, but
- you can measure the strength of your adversary by placing the mouse cursor on
- the enemy army and clicking the right button of the mouse. If you decide to
- attack, evaluate your chances of winning.
-
-
- HAND-TO-HAND COMBAT
-
- Hand-to-hand combat is represented by a cloud of dust and battle sound
- effects. Place the cursor on the square on which the battle is taking place.
- This displays a battle table with infrmation on the forces present (type of
- unit, total troops, total number of life points, etc.).
-
- Engaging combat
-
- To engage hand-to-hand combat, place an army on a square adjacent to that of
- an enemy unit. Click on your army with the left button of the mouse and
- select 'ATTACK'.
-
-
- Difference between attacker and defender
-
- The advantage of attacking is important since you maintain the option of
- "RETREAT". Place the mouse cursor on the square on which the battle is taking
- place; click with the left button of the mouse. Click on "RETREAT" when it is
- displayed and you will leave the battlefield, saving the men who are still
- alive.
-
- =====[ Genesia Manual ]======================================[ Page 42 ]=====
-
- The battle
-
- - During the battle the adversaries strike one at a time until one of the two
- parties dies or runs off.
- - When an army launches an attack, it inflicts a certain amount of damage to
- its adversary.
- - The attack is represented by a fist which appears in the attacking party's
- section of the table. A figure shows the amount of damage done.
- - After that, the army which has received the attack gets to strike back.
-
- A unit made up of several men has as many life points and attack points as
- the total of the men that compose it.
-
- Example:
-
- A soldier with 7 life points and 2 soldiers wih 5 life points each, will make
- three soldiers with seventeen life points.
-
-
- Description of the battle table
-
- The battle table displays the array of forces, distinguishing soldiers,
- archers, horsemen and knights. Each group has a specific area displaying the
- number of men (Example: 2 soldiers, 1 archer, 2 horsemen, 0 knights). On the
- lower right hand dside of the table is a gauge reprsenting the total number
- of life points.
-
-
- COMBAT AT A DISTANCE
-
- This includes attacks by archery units. Whenever an enemy unit enters the
- action area of one of your archery units, you can fire an arrow. This is an
- important advantage since you can damage the stock of life points and
- possibly destroy them without being hit. Thus, if the enemy is not destroyed
- and at the next turn he decides to go hand-to-hand, he will be considerably
- weakened.
-
- Warning!
-
- Firing an arrow will deduct action points in proportion to the distance of
- the shot.
-
-
- Steps to follow:
-
- - Click on your archery unit with the left button of the mouse.
- - Place the mouse cursor on the target.
- - Click with the left button of the mouse to confirm and fire.
-
- =====[ Genesia Manual ]======================================[ Page 43 ]=====
-
- Warning!
-
- The distance of the shot must not be greater than your number of action
- points.
-
- - Archers are capable of fighting hand-to-hand, but they are less effective
- than other troops such as soldiers.
- - If a battle is not going well for your men, and if your archers are near
- the battle square, they can fire arrows onto the square. Thus you can cause
- damage to the enemy fighting hand-to-hand, although your men run the risk
- of being hit in the crossfire.
-
-
- REINFORCEMENTS
-
- If a battle is not going well and you have other units nearby, you can bring
- them to the battle as reinforcements. They will appear in the numbers on the
- battle.
-
- Steps to follow:
-
- - Establish the battle square on which one of your enemies is fighting.
- - Move the unit you want to send into battle (for movement, follow the
- standard procedure).
- - When your troops are on the adjacent square place the mouse cursor on the
- unit, click on "ATTACK" with the left button of the mouse.
-
-
-
- Chapter 12 - ALLIANCES
-
- PRINCIPLE
-
- GENESIA is played by three people. Often, one of the three becomes stronger
- than the other two. When it seems that one of the other two captains is
- becoming dangerous, a player can propose an alliance with the third player.
- You can approach any player to suggest an alliance, regardless of whether the
- character is played by the computer or by a person. An alliance includes:
-
- A non-aggression pact:
-
- - The allies may neither engage in combat nor conquer each other's land.
- - A player will not capture cannons or carts belonging to the ally.
-
- A commercial pact:
-
- - Allies can eaisly do budiness together (you can send a wagon into allied
- land without the risk of it being captured).
-
- =====[ Genesia Manual ]======================================[ Page 44 ]=====
-
- Duration of the pact:
-
- - An alliance is valid for a certain number of seasons (usually 8).
- - If one of the allies does not respect the agreements above, the alliance is
- immediately broken.
-
-
- TO PROPOSE AN ALLIANCE
-
-
- * You must have barracks:
-
- - Click on the barracks with the right button.
- - Click on the administrator.
- - Click on the message that says "OFFER AN ALLIANCE".
- - Indicate the player with which you want to strike an alliance by clicking
- on the cursor corresponding to his flag.
-
- -> At the end of your turn, the player you have approached will give you his
- answer.
-
-
-
- PART IV: INVENTIONS - GENERAL INFORMATION
-
- Chapter 1 - INTRODUCTION
-
- ADVANTAGES OF INVENTIONS
-
- As you have probably guessed, inventions open the way to victory. With
- invention your basic soldier becomes a brave and powerful warrior, new units
- (archers, horsemen, knights) join your armies, you will find vaccines to
- fight epidimics, Wagons, boats and balloons will carry you across the world
- of GENESIA.
-
- PRINCIPLES OF INVENTIONS
-
- To create inventions, you must employ inventors who will study the Great Book
- of Knowledge to discover valuable secrets. Over 70 inventions can be
- developed.
-
- =====[ Genesia Manual ]======================================[ Page 45 ]=====
-
- Chapter 2 - CONDITIONS
-
- THE WORKSHOP
-
- There must be at least one workshop in a land (See PART II, CHAPTER 5, The
- Workshop). The more workshops there are in the same land, the more your
- inventions will progress rapidly.
-
- If you have several lands, and you have built workshops in them, you can
- diversify the development of your inventions.
-
- Example:
-
- The inventors of the workshops in land X are learning "WOODWORKS" while those
- in land Y are learning "METALWORK". When the inventors in X discover
- woodworks, it will be accessible to the workshops in land Y, even though they
- have not discovered it themselves.
-
- An invention created in one land is valid for all lands.
-
-
- THE INVENTOR
-
- The more inventors you have, the more rapidly inventions will progress. The
- morale of an inventor is taken into account. An inventor with a morale of 7/7
- will find his inventions faster than an inventor with a morale of 3/7.
-
- To launch an invention, see PART II, CHAPTER 5, The workshop.
-
- Reminder:
-
- - Click on the workshop of your land.
- - Click on ENTER on the displayed window.
- - Click on the inventor in the centre of the workshop.
- - Click on the invention in the list that you want.
-
- REMEMBER: the discoivery of an invention is valid for all territories.
-
- Example:
-
- You have just invented the sword in land X. You control lands A, B and C. All
- soldiers in lands X, A, B and C will be equipped with swords (provided each
- of these territories have barracks).
-
- =====[ Genesia Manual ]======================================[ Page 46 ]=====
-
- THE BLACKSMITH
-
- Blacksmiths can only build wagons, cannons, boats and balloons. Like
- inventors, the more blacksmiths there are, the faster their work is done.
- Blacsmiths require raw materials and gold coins.
-
- If you have invented the cannon, the blacksmiths will buidl one, if you ahve
- what they require. There will be a delay for the construction. The length of
- the delay depends on the number or workshops and blacksmiths, as well as one
- their morale.
-
- To place an order with the blacksmiths, see PART II, CHAPTER 5, The Workshop.
-
- Reminder:
-
- - Check in the population window to see if you have at least one blacksmith.
- - Click on the workshop in your land.
- - Click on ENTER in the displayed window.
- - Click on the blacksmith at the anvil to see if he is available or not (if
- not, he will tell you what he is building).
-
- The blacksmith will describe what he can build (name of the construction ,
- price, necessary raw materials), a previous invention. If you are not
- satisfied with what he has to offer, click on the message at the bottom of
- the workshop: "OTHER". If another construction is available, the blacksmith
- will offer you something else. If there is something to your liking, click
- "YES" at the bottom of the workshop. If there is nothing you like, or if you
- do not have the means to make what you wish, click "NO".
-
-
- Chapter 3 - THE TABLE OF INVENTIONS
-
- DESCRIPTION
-
- The table lists more than 70 inventions. There is a general index at the end
- of this manual, but you should refer to it only when you have played GENESIA
- long enough. Thus, you will discover your inventions along with your
- inventors. There are two categories of inventions. When you load the
- inventiosn table, you will be on the "CRAFTS" page. When you click on the
- right button of the mouse, the "SCIENCES" page will appear.
-
- =====[ Genesia Manual ]======================================[ Page 47 ]=====
-
- Example:
-
- Before inventing the cannon (in metalwork), you will have to have invented
- gunpowder in "SCIENCES" (See CHEMISTRY branch, after explosives).
-
-
- READING THE TABLE
-
- You can only discover:
-
- - New inventions derived from previous ones and within a same branch.
- - Inventions which do not require another, intermediate invention.
-
- Once something has been invented, it is crossed out. While something is being
- developed, a yellow light bulb appears over it. Once an invention is
- available, its name becomes apparent. Inventions that are not yet available
- are in grey.
-
-
- ORGANISATION
-
- Organise your inventions in the most strategically effective manner possible.
-
- Example:
-
- You control lands A, B and C. You need an invention which requires three
- steps. Ask the workshops in land A to develop step 1, those in land B to
- develop step 2 and those in C to develop step 3. Thus the work can be divided
- to obtain your invention as quickly as possible.
-
- =====[ Genesia Manual ]======================================[ Page 48 ]=====
-
- PART V: INVENTIONS - THE LIST
-
- Chaper 1 - SOME INFORMATION
-
- * Disocvery of the microscope and the test tube
-
- Epidimics can decimate your people. By inventing the microscope, you can
- identify the several viruses and, with the test tube, you can develop
- vaccines. These vaccines will immunise the populations of all your
- territories.
-
-
- * Invention of the telescope and the compass
-
- These are essential inventions for building boats and balloons. They will
- enable your troops to see (telescope) and navigate (compass) better, which
- saves movement points. The telescope can also help your spies.
-
-
- * Discovery of metals
-
- With the science of metals and alloys, you will discover 4 different
- metals, each will be essential for further inventions.
-
-
- * Invention of fertilisers and of the lightning rod
-
- Fertilisers will greatly enhance crops, but will dry the soil and lower the
- water table. The lightning rod will protect against lightning, which will
- invariably strike your territories during the summer.
-
-
- * Invention of the bomb
-
- The bomb will destroy any construction belonging to the players and can be
- dropped from balloons.
-
-
- * Invention of the sling, the arc and the crossbow
-
- The invention of one of these weapons enables the enlistment of archers.
-
-
- * Invention of the blade, the sword, the rapier and the broadsword
-
- According to the weapon invented, your troops will be more or less
- effective in combat.
-
-
- * Invention of the strap
-
- The strap enables you to enlist horsemen.
-
- =====[ Genesia Manual ]======================================[ Page 49 ]=====
-
- * Invention of the breastplate, the coat of mail and plate armor
-
- These inventions are of the utmost importance in your campaigns. If you
- already have the strap, the coat of mail enables you to enlist knights.
-
-
-
- Chapter 2 - INTERACTIVE INVENTIONS
-
- Interactive inventions are the only inventions your blacksmith can make, as
- well as the only inventions you can work on yourself.
-
-
- THE WAGON
-
- Once you have invented and built a wagon, you can use it to:
-
- - Supply one of your warehouses on any of your land to increase your stock of
- food or raw materials.
- - If you own a shop, you can increase your supply of gold coins by selling
- some of the supplies stored in your warehouses.
- - If you have a non-aggression pact with another player who owns a shop, you
- may trade with this player by selling your supplies.
-
-
- Using the wagon:
-
- - Click on the wagon with the left button of the mouse.
- - Place the cursor on the destination.
- - Click with the left button to confirm.
-
- Warning!
-
- The distance travelled cannot exceed the number of action points you have.
-
- Using the wagon with the warehouse
-
- You can use a wagon to sell supplies stored in your warehouse to a shop or to
- re-supply another warehouse. Place the wagon in front of the warehouse, enter
- the warehouse by clicking with the right button of the mouse.
-
- - Load supplies stored in your warehouse onto the wagon.
- Place the cursor on the goods you wish to load onto the wagon and click
- with the left button of the mouse. The number of units in the wagon
- increases as the units stored in the warehouse diminish.
-
- =====[ Genesia Manual ]======================================[ Page 50 ]=====
-
- - Unload the contents of the wagon in the warehouse.
- Place the cursor on the goods you wish to unload from the wagon into the
- warehouse and click on the right button of the mouse. The number of units
- in the wagon diminishes as the number of units in the warehouse increases.
-
- When the wagon is full you can leave the warehouse. Click on the wagon with
- the right button, a window describing the freight carried by the wagon
- appears.
-
-
- Using the wagon in front of the shop
-
- Place the wagon in front of the shop and click on the shop. The shopkeeper
- will buy the contents of your wagon.
-
- A full wagon can be driven to another land or its contents unloaded onto a
- ship (if you own one).
-
-
- THE CANNON
-
- One shot of a cannon is usually enough to entirely dstroy the target. You can
- thus level walls, annihilate trops, etc.
-
- Advice:
-
- If you spot a cannon approaching one of your formations grouped onto one
- square, quickly split into several units so the cannon can only hit one unit
- at a time.
-
- Using the cannon
-
- * To move the cannon from one place to another:
-
- - Click on the cannon with the left button of the mouse.
- - In the menu: select "MOVE".
- - Position the cursor on the desired destination.
- - Click with the left button to confirm.
-
- Warning!
-
- The distance travelled cannot exceed the number of action points you have.
-
- =====[ Genesia Manual ]======================================[ Page 51 ]=====
-
- * To fire the cannon:
-
- - Click on the cannon with the left button of the mouse.
- - In the menu: select "FIRE".
- - Position the cursor on the desired destination.
- - Click with the left button to confirm.
-
- Warning!
-
- The distance of your shot cannot exceed the number of action points you have.
-
-
- THE BOAT
-
- A boat will enable you:
-
- - To travel quickly.
- - To attack your enemy from the coast, provided you have placed troops on
- board.
- - To bomb the enemy with a cannon on board.
- - To explore islands which are inaccessible without a boat.
-
- Using the boat
-
- Click on your boat with the right button of the mouse, a window will appear,
- informing you of the state of the vessel as well as its cargo. Everything on
- board is represented by a symbol.
-
- If your boat is empty
-
- Place the cursor on the boat using the mouse. Click on the boat with the left
- button of the mouse. This puts you in movement mode.
-
- - Click on your boat with the left button of the mouse.
- - Place the cursor on your destination.
- - Click with the left button of the mouse to confirm.
-
- Warning!
-
- The distance of your voyage cannot exceed the number of action points you
- have.
-
-
- Putting a unit aboard a boat
-
- - Place your boat on a beach (the square of sea adjacent to a square of
- land).
- - Move the unit to the square of beach next to the boat.
- - Click on the unit with the left button of the mouse.
- - On the menu, select 'EMBARK'.
-
- =====[ Genesia Manual ]======================================[ Page 52 ]=====
-
- - Click on the left button of the mouse to put the unit on board.
-
- If an army, wagon or cannon are brought on board:
-
- Click on the boat with the left button of the mouse; a menu will appear with
- the following options: MOVE, FIRE, DIEMBARK.
-
- - FIRE: fire the cannon as explained above.
- - DISEMBARK: after selecting this option, choose the unit which you wish to
- disembark.
-
-
- THE BALLOON
-
- The balloon is the ultimate weapon in GENESIA. It requires the fewest number
- of points for the greatest distance of travel. Nothing can be brought on
- board a balloon, however, if you have invented the bomb, you can bomb the
- enemy.
-
- If you have not invented the bomb:
-
- To move a balloon from one place to another:
-
- - Click on the balloon's shadow with the left button of the mouse.
- - Place the cursor on the desired destination.
- - Click on the left button of the mouse to confirm.
-
-
- Warning!
-
- The distance of travel cannot exceed the number of action points you have.
-
-
- If you have invented the bomb
-
- - Click on the balloon's shadow with the left button of the mouse.
-
- -> A menu appears with the following options: "DROP BOMB" or "MOVE".
-
- - Select "DROP BOMB" with the left button of the mouse to bombard the enemy.
-
- -> The bomb falls directly bellow the balloon and hits what is in the
- balloon's shadow.
-
- To move your balloon, select "MOVE".
-
- =====[ Genesia Manual ]======================================[ Page 53 ]=====
-
- PART VI: THE JEWELS
-
- Chapter 1 - HOW TO DISCOVER THE JEWELS
-
- You must recover the 7 jewels. The jewels will be found by your armies. To
- take possession of the jewels, you must first find them, then place soldiers
- on a square adjacent to the one with the jewels. Once the unit is next to the
- jewel, click on the army with the left button. A window appears containing
- the following option 'TAKE JEWEL'. Once your army is near a jewel, a message
- will appear on screen. All you have to do is place your group in the vicinity
- of the jewel.
-
-
- Chapter 2 - PROSPECTING
-
- Before you have the joy of discovering the jewels, you will have to send
- troops to the four corners of GENESIA to explore as many territories as
- possible. Recruit soldiers among your settlers, then send them as far as
- possible.
-
-
- Chapter 3 - THE TAVERN
-
- Description of the tavern
-
- The tavern will be of great help to you in your search. Many adventurers go
- there for food and drink. Most are nomads who belong to no land in
- particular. If a jewel is in the vicinity of the land on which the tavern is
- located, they can give you valuable information in exchange for money.
-
- Procedure:
-
- - Click with the right-hand button of the mouse on the tavern. (you must
- previously have built one on your land - (See PART II, Chapter 5 -
- CONSTRUCTIONS - The tavern).
- - Click with the left-hnd button of the mouse on an adventurer (i.e, the
- characters seated at the table. Caution: they are not in the tavern at
- all times).
-
- -> To the question: "That all depends on your purse", click on the message
- corresponding to the amount you wish to pay at the bottom of the screen.
-
- =====[ Genesia Manual ]======================================[ Page 54 ]=====
-
- Two solutions are possible:
-
- 1) There are no jewels in the area. The adventurer will tell you this but
- only after he is paid.
- 2) The adventurer knows where to find the jewels. In this case, a map
- centred on the tavern will be displayed with the position of the jewels.
-
- Depending on the amount you pay, the information you receive will be more or
- less accurate - or completely false.
-
- Advice
-
- You own lands A, B and C. A tavern is located on land A. If you learn from an
- adventurer in your tavern on land A that there are no jewels in the vicinity
- (assuming the information is true), but remember to build taverns on lands B
- and C and to question the adventurers of these lands.
-
-
-
- Chapter 4 - GUARDING THE JEWELS
-
- The temple is the only place where you can store your jewels:
-
- YOU HAVE NO TEMPLE
-
- As you prepare to take a jewel, if you have no temple, a mesage will appear
- on screen to inform you that you cannot take the jewel. You can always leave
- an armed unit near the jewel to protect it from an enemy. Build a temple as
- soon as possible on one of your lands to put the stone in a safe place.
-
- YOU HAVE ONLY ONE TEMPLE
-
- You own land A and you have built a temple on it. When you take the stone, a
- window will appear indicating that the stone will be stored in the temple on
- land A.
-
- YOU HAVE SEVERAL TEMPLES
-
- You own lands A, B and C and have a temple on each. When you take the stone,
- a message will appear asking where you want to store the stone you have just
- discovered. You have the choice between temple A, B or C.
-
- =====[ Genesia Manual ]======================================[ Page 55 ]=====
-
- Chapter 5 - CAPTURING THE JEWELS OF ANOTHER CAPTAIN
-
- The other way to get jewels is to take those of another player.
-
- IF THE OTHER PLAYER DOES NOT HAVE A TEMPLE
-
- Spot the troops which are likely to be guarding the jewels. Send a
- sufficiently well-armed unit to capture the jewel.
-
- IF THE OTHER PLAYER HAS ONE OR MORE TEMPLES
-
- This is somewhat trickier: you must first find the temples likely to contain
- jewels. Then you must destroy the temples. This can only be done with a
- cannon or a balloon (using bombs).
-
- Once you have dstroyed the temple with jewels, you will find the jewels
- somewhere on the land. It will be easy to take them. The other way is to
- conquer the land on which the temple is located. The temple then belongs to
- you along with the jewels it contains.
-
-
- PART VIII: THE SCREENS
-
- Chapter 1 - MAIN SCREEN
-
- DEFINITION OF ICONS
-
- * Disk: Save and load games.
- * World: load overall view of game map.
- * Statistics: Load statistics from different lands.
- * Destruction: Click on this icon, then use the mouse to place the cursor on
- the square you wish to destroy. Click with the left button to confirm
- destruction.
- * Construction: load construction window.
-
- Search icons are followed by an asterik (*).
-
-
- Search icons:
-
- * Combat: Finds battles in which your armies are engaged. Click on this icon
- to locate a battle. In some versions of GENESIA, the combat icon represents
- a fist holding a sword.
- * Armies: Finds military units. Click on this icon to locate an army.
- * Wagon: Finds your wagons. Click on this icon to locate a wagon.
- * Boat: Finds your boats. Click on this icon to locate a boat.
- * Balloon: Finds your balloons. Click on this icon to locate a balloon.
- * Markers: (only on PC version): Click with the left button on any of the
- ~~~~~~~~ three markers. Then click on the zone you wish to select (e.g.,
- a workshop). By clicking on the marker with the right button of
- the mouse, you will position yourself in the selected zone.
-
- The mini-map:
-
- * Information: activates or de-activates the information option (e.g.,
- displays land borders and the squares through which the cursor passes).
- * Activate zone: the land displayed in the game area.
- * Game area: the main screen on which the game takes place.
- * Building selected: shows the type of building the architect is going to
- make.
- * Action points: displays a unit's action (or travel points).
- * Hourglass: displays time spent for each turn (i.e. season).
- * Stop: click on stop button on top of the hourglass to interrupt your turn.
-
-
-
- Chapter 2 - WORLD SCREEN
-
- The screen of the world is used to visualise the map of the entire game. The
- flags displayed show which captains the lands belong to. Click on your colour
- to zoom in on your own land.
-
- =====[ Genesia Manual ]======================================[ Page 57 ]=====
-
- Example:
-
- - Player 1 clicks on white.
- - Player 2 clicks on yellow.
- - Player 3 clicks on blue.
-
-
-
- Chapter 3 - WORKSHOP
-
- * The inventor: Click on the inventor to access the table of inventions.
-
- * The blacksmith: Click on the blacksmith to launch the construction of the
- wagon, the cannon, the boat and the balloon once these inventions have been
- designed.
-
- * Exit: Click on the door to exit the workshop.
-
-
-
- Chapter 4 - BARRACKS
-
- * The administrator: This is the person in charge of changing the tax rate,
- of enlisting armies and of proposing alliances.
-
- * Exit: Click on the door to exit the barracks.
-
- =====[ Genesia Manual ]======================================[ Page 58 ]=====
-
- Chapter 5 - TEMPLE
-
- * The magician: Click on the magician to make an offering and thus increase
- the morale of your people and fertility of your land.
-
- * The jewels: the jewels stored in the temple will appear in the upper
- right-hand corner.
-
- * Exit: Click on the door to exit the temple.
-
- =====[ Genesia Manual ]======================================[ Page 59 ]=====
-
- Chapter 6 - TAVERN
-
- * The adventurers: You can question the characters seated at the tables to
- obtain information on the jewels.
-
- * Click on the door to exit the tavern.
-
-
-
- Chapter 7 - WAREHOUSE
-
- =====[ Genesia Manual ]======================================[ Page 60 ]=====
-
- Using the mouse, place the cursor on the products shown in the illustration
- above and the quantity of items stored appears.
-
- Click on EXIT to leave the warehouse.
-
-
-
- PART VIII: SAVING & LOADING
-
- Before you save a game, you must create a storage diskette especially for
- GENESIA. You must name the diskette GENESAVE when you format it. To do this,
- see the users' manual of your computer.
-
- If your computer is equipped with a hard disk, you can save your games
- directly onto it. To access the save screen, click on the icon representing a
- diskette on the main screen.
-
-
- Chapter 1 - SAVING
-
- Click on the icon representing a diskette on the main scren. If you save onto
- a diskette, insert the GENESAVE diskette in the drive when the program asks
- you to. Click on the 6 zones of the screen and type the name under which you
- wish to save that particular game. Click on Exit to return to the main screen
- (follow the instructions on the screen).
-
-
- Chapter 2 - LOADING
-
- Click on the icon representing a diskette on the main screen. If you want to
- load a game from diskette, insert the diskette containing the game in the
- disk drive when the program asks you to. Click the name of the particular
- game you wish to resume.
-
-
- PART IX: OPTIONS
-
- THE OPTION SCREEN
-
- The option screen appears at the beginning of the game. This is where you
- determine the number of players by clicking on the corresponding figure
- (1, 2 or 3). You also choose from one of the 5 world maps.
-
- =====[ Genesia Manual ]======================================[ Page 61 ]=====
-
- On Amiga only
-
- * Specify whether you are playing from a diskette or hard disk. When you want
- to resume a game using the same options, load GENESIA from the diskette
- even if it is installed on the hard disk. If you want to change
- configurations, load GENESIA from the diskette called 'Configuration'.
-
- * On models with just 1 MB and a ROM 2.0, answer NO to the question: "Do you
- want to play with additional sound effects?". Click on NO.
-
-
- On PC only
-
- Click on RETURN TO DOS to quit GENESIA and return to DOS.
-
- Option keys on PC
-
- Press CTRL plus the appropriate key for the following commands:
-
- CTRL + S activates or de-activates the sound.
- ESC: return to DOS
- CTRL + C return to DOS
-
-
-
- PART X: ADVICE FOR BEGINNERS
-
- The following advice corresponds to one of the strategies experimented by us
- and which will enable you to achieve maximum growth in the world of GENESIA.
- This is not the only solution. There are many other ways of reaching the
- ultimate goal. However, you must follow certain rules when you face your
- adversaries.
-
- There are three essential goals in the very beginning of the game. These are:
-
- 1) Building a warehouse to store the materials you will need throughoutthe
- game.
-
- 2) Pumping enough drinking water from underground reserves to satisfy the
- needs of the population.
-
- 3) Hiring at least one farmer with a moral of 6 or 7 and giving him a field.
-
- 4) Since you still have very little stone and metal, you need to drill to
- construct other
-
- =====[ Genesia Manual ]======================================[ Page 62 ]=====
-
- buildings. Hire a woodsman and once he's finished cutting down a tree,
- make him a carpenter so he can supply you with food.
-
- 5) As soon as possible, construct barracks to ward off danger.
-
- Once you reach this stage, you must make certain decisions:
-
- If you want to expand rapidly, let your architects build homes (but be
- careful that they do not carelessly use up all of your raw materials). As a
- result, your population will increase rapidly. You can then send a large
- number of troops to fight the enemy. To enlist inhabitants as soldiers, you
- must have enough cash because enlisting is expensive. Without money, you will
- no longer be able to defend yourself efficiently, which spells imminent
- defeat. If you start the game near another player, you must build up a strong
- defense as quickly as possible because your enemy can lay hold of your land.
- This means you must build stone walls and place troops at strategic areas.
-
- If you are far from your rivals, you have enough time to increase your
- population by focusing immediately on the construction of homes.
-
- As for inventions, we recommend inventing the bow or the sling as quickly as
- possible to protect yourself from enemy attacks thanks to projectiles. If
- you are focusing on inventions you need to mobilise inventors and thus reduce
- the number of men ready to fight. If you decide to favour growth through
- inventions, take care not to fall prey to enemies with bigger armies. But by
- inventing more powerful swords, a cannon or an armour, your armies will be
- particularly efficient. Invent vaccinations as quickly as possible to prevent
- your men from being rendered incapable of working or of defending your land.
-
- Last but not least, remember to build a temple as soon as possible since
- this is the only place in which you can store the jewels you find.
-
- We still have plenty of advice to give you, but we will stop here to leave
- you the pleasure of discovering GENESIA and of applying your own strategy. We
- hope you will spend as many pleasurable hours in the company of GENESIA and
- we thank you for your confidence in choosing a MICROIDS product.
-
- =====[ Genesia Manual ]======================================[ Page 63 ]=====
-
- TECHNICAL SUPPORT
-
- Should you experience any technical problems with this game, such as it
- failing to operate, please contact our Technical Services Department.
-
- Technical Services
- Mindscape International Ltd
- Priority House
- Charles House
- Burgess Hill
- West Sussex RH15 9PQ
- England
-
- Telephone: +44(0)444 239600 (09:30 to 6:30 Monday to Friday)
- Fax: +44(0)444 248996
-
- We regret that we cannot offer game hints and tips, as the service is
- provided for technical difficulties only.
-
- =====[ Genesia Manual ]======================================[ Page 64 ]=====
-
-
-