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- ================================================================
- C O N T E N T S
- ================================================================
-
- 1 I N T R O D U C T I O N 1
- 1.1 Introduction 1
- 1.2 Requirements 1
- 1.3 Running the Game 1
- 1.4 How to Win 1
- 1.5 Map Display 2
- 1.6 Using the Menus 3
- 1.7 Screen Saver 3
- 1.8 Set Up 4
- 1.9 Sequence of Play 4
- 2 D E C I S I O N P H A S E 4
- 2.1 Movement 4
- 2.2 Armies 5
- 3 M A I N M E N U 5
- 3.1 Main Menu 5
- 3.2 Recruit 6
- 3.3 Variable Recruits 6
- 3.4 Ships 7
- 3.5 Invasions 7
- 3.6 Move Orders 8
- 3.7 Next Turn 8
- 3.8 Inform (Reports) 8
- 3.9 Options 9
- 3.10 Utility 9
- 3.11 Files 9
- 4 O P T I O N S 9
- 4.1 Options Submenu 9
- 4.2 Cancel 10
- 4.3 Fortify 10
- 4.4 Join (Combine) 10
- 4.5 Supply 10
- 5 U T I L I T Y 11
- 5.1 Utility Submenu 11
- 5.2 Redraw 11
- 5.3 Side 11
- 5.4 Solo/2-Player 11
- 5.5 Graphics 11
- 5.6 Sound 12
- 5.7 Display 12
- 5.8 Balance 12
- 5.9 End Game Conditions 12
- 5.10 Victory Condition Override 12
- 5.11 Random Events 13
- 5.12 Vary Start 13
- 5.13 January Campaigns 13
- 5.14 Max Recruit 13
- 5.15 Enemy Aggression 13
- 6 M O V E & C O M B A T P H A S E 13
- 6.1 Computer Decisions 13
- 6.2 Army Movement 14
- 6.3 Combat 14
- 6.4 Income Update 16
- 7 D E S I G N E R N O T E S 16
- 7.1 Game Concept 16
- 7.2 Victory 16
-
-
- ================================================================
- 1 I N T R O D U C T I O N
- ================================================================
- 1.1 Introduction
- ===================
- The VGA Civil War Strategy Game is a 1 or 2-player graphic
- strategic level wargame of the American Civil War. The game
- requires VGA, and will not work without it. It is provided
- "as is" without any warranty of any kind. It has been tested
- on several types of IBM compatibles (from XT to 386) but it
- is impossible to try all the many combinations of equipment
- that exist.
-
- The object of the game is to accumulate as many victory
- points as possible. The game is played in turns of 2 months
- during which both sides perform their actions. Decisions are
- made using menus which are described below.
-
- 1.2 Requirements
- ===================
- The program requires the following files:
- CWS.EXE - the game program
- CWS.CFG - your customizable configuration file
- CWS.INI - initialization data file
- CWSLEAD.DAT - army leader data file
- CITIES.GRD - city data file
- CWSDOC.COM - online help file
- CWS.DOC - this documentation file
- HISCORE.CWS - high score file
-
- NOTE: The program requires VGA.
-
- 1.3 Running the Game
- =======================
- Type 'CWS' at the command line prompt. The title screen
- display will appear while the game initializes. You can skip
- opening music and graphics by typing 'CWS Q' at the command
- line prompt.
-
- The option to load a game or begin a new game is given at
- the beginning of the game, in addition to being available
- during the game.
-
-
- 1.4 How to Win : Victory Points
- =================================
- You get "victory points" for (1) capturing cities, (2)
- capturing armies, (3) winning battles, and (4) special
- events. Each city you control gives you a certain number of
- victory points (and a like amount of income). This varies
- depending on the city. For instance, a large city such as
- Philadelphia is worth much more than a smaller city such as
- Fort Donelson. To see the number of victory points each city
- is worth, use the "Inform" option to access the "Cities"
- report.
-
- - 2 -
-
-
- Capital cities are worth an additional bonus of 50 victory
- points in addition to the normal victory points. If you lose
- your capital, you permanently lose the bonus income. If your
- capital is threatened, you may move it if you have enough
- money, via the "Utility" option of the Main Menu.
-
- If your army defeats an enemy that has no route for retreat
- or causes enough casualties to crush the enemy, you capture
- the army and receive a bonus of 25 victory points.
- Eliminating the enemy fleet also results in bonus victory
- points.
-
- For each battle you win, you receive 1 victory point.
-
- Under some circumstances, special events (such as the
- Emancipation Proclamation or Lincoln being re-elected)
- result in extra victory points for one side or the other.
-
- If the Union does not crush the Rebels, the South will win
- by default after a period of time (determined by end game
- conditions). When this happens, the score for both sides is
- reduced to 70% of the original level.
-
- As play progresses, the score will not instantly track the
- performance on battlefield, but rather will "lag" slightly.
-
- The game continues until one side achieves an end game
- condition. (See End Game Conditions under the "Utility"
- submenu). The side that triggers the end of the game
- receives an additional bonus of 100 victory points.
-
- If your score is one of the top 5 scores for the side
- played, you name and score are entered into the high score
- file.
-
- 1.5 Map Display
- ==================
- The title screen will clear and a map of the eastern U.S.
- will appear along with a menu entitled 'Main'. This is the
- Main Menu from which you choose most of your options. Above
- the menu is a flag showing which side is currently selected,
- Union or Confederate. At the very top of the screen on the
- right is a bar graph which shows how the current side is
- doing, along with information on victory points and level of
- difficulty.
-
- The small colored circles on the map display are cities or
- other key locations. There are a total of 40 such locations.
- Blue circles are Union controlled; gray ones are Confederate
- controlled. Red circles are neutral cities (not controlled
- by either side). Two of the cities are CAPITAL cities, and
- their circle is marked with a small yellow cross. If the
- graphics option is ON, the connections between the cities
- will be shown by dashed lines.
-
-
- - 3 -
-
- If the circle representing the city is surrounded by a
- HOLLOW BLACK box, it is a FORTIFIED (FORT+)location; if
- surrounded by a SOLID BLACK box, the location is HEAVILY
- FORTIFIED (FORT++). Any level of fortification tends to
- improve resistance to enemy attacks.
-
- A small box appears in the right of the display with the
- letters 'PHIL' underneath. This represents the port of
- Philadelphia. The city of Philadelphia itself is the right
- most circle at the top of the screen. You will see a small
- ship icon in the "PHIL" box which represents the Union navy.
-
- Small flag icons appear next to some cities. Each flag
- represents an army. Mountain and rivers features are also
- shown on the map.
-
- 1.6 Using the Menus
- ======================
- You may move the highlighted menu option by pressing the
- "up" and "down" arrow keys. Pressing 'Enter' will select the
- currently highlighted option. In most cases, you may exit
- from a menu without selecting any option by pressing the
- "escape" or "esc" key. In a few cases you must select an
- "EXIT" option to leave the menu without selecting any
- option.
-
- Hot keys" are provided to speed menu access. The first
- letter of each command will immediately select the item
- without having to move the menu bar. WARNING: In responding
- to city locations, watch out for cities that have the same
- first letter. Using the hot key will select the FIRST city
- on the menu that begins with the letter you press. If you
- wanted to select another, you must use the up/down arrow
- keys. Example: You have the option to recruit at either Fort
- Donelson or Front Royal, both of which begin with "F". If
- you press "F", Fort Donelson will be selected because it
- comes first alphabetically in the menu list. If you want to
- select Front Royal in this case, you must use the arrow
- keys. If there had been no other cities beginning with "F"
- except for Front Royal the hot key would have worked fine.
-
- Note that some menu items have had to be changed slightly to
- avoid duplicate first letters. For instance, "Inform" has
- replaced the earlier "Reports" menu item because there is
- already a menu item on the main menu beginning with "R"
- (Recruit).
-
- The menu cursor placement has been made more consistent
- for the Option and Utility menus. The cursor now stays
- on the submenu if there are more choices available for
- the item currently being selected (e.g., more troops to
- be supplied). Otherwise it returns to the main menu and
- stays on the Option or Utility item.
-
- 1.7 Screen Saver
- ===================
-
- - 4 -
-
- +=========================================================+
- | There is a SCREEN SAVER accessed by pressing "Ctrl-B". |
- | (The "B" may be either upper or lowercase). |
- | The screen will instantly blank and random geometric |
- | designs will appear. |
- +---------------------------------------------------------+
- | To restore the game map, press "Ctrl-B" again. |
- +=========================================================+
-
- 1.8 Set Up
- =============
- There are several setup options available which can be
- accessed from the "UTILITY" option of the Main Menu. You can
- swap sides, select 1- or 2-player options, control sound and
- graphic options, and adjust difficulty. When you save a
- game, the configuration file is automatically updated to the
- current set of options you have chosen.
-
- 1.9 Sequence of Play
- =======================
- Play proceeds in the following sequence for each game turn
- (representing 2 months):
-
- A. Decision Phase
- Side 1 Decisions
- (Union if 2 players ; Human if 1 player)
- 1. Recruit
- 2. Naval Actions (Resolved Immediately)
- 3. Move Orders
- 4. Other Decisions (Combine, Fortify, etc.)
-
- Side 2 Decisions
- (Rebel if 2 players ; Computer if 1 player)
- 1. Recruit
- 2. Naval Actions (Resolved Immediately)
- 3. Move Orders
- 4. Other Decisions (Combine, Fortify, etc.)
-
- B. Move & Combat Update Phase
- (Move Orders Carried Out)
-
- C. Turn Update Phase
- 1. Income Updated Based on Cities Controlled
- 2. Unit Supply Updated
-
- ================================================================
- 2 D E C I S I O N P H A S E
- ================================================================
- 2.1 Movement
- ===============
- Movement is from city to city (point-to-point movement) by
- armies. Any number of friendly armies may stack in a city.
- Armies that move to a city occupied by an enemy army must
- fight the enemy, and either drive off the enemy (to capture
- the city) or be forced back themselves.
-
-
- - 5 -
-
- Moving into an enemy city that is not occupied by an army
- results in automatic capture of the city. Movement into a
- neutral city automatically captures the neutral city. The
- city will change colors to indicate you have gained control.
-
- Capture of a fortified city will reduce the fortification by
- one level. (Thus, a FORTIFIED+ city would be reduced to an
- unfortified city.)
-
- 2.2 Armies
- =============
- Armies have several attributes of importance. These will
- change as the game progresses, and it is important for you
- to understand how they influence the outcomes.
-
- STRENGTH - the number of men in the unit; the prime
- attribute in combat
-
- LEADER - ability score of the unit leader, from 1 to 10.
- Greatly affects the unit's effectiveness in
- battle and movement.
-
- EXPERIENCE - the number of battles the unit has won (0-10).
- More experienced units are more effective in
- combat. Each battle won increases the
- experience level by 1.
-
- SUPPLY - the current state of food and equipment (0-10).
- Units use 1 unit of supply each turn, except in
- summer and autumn harvest months. Capturing
- cities and capturing enemy armies increases
- supply. Moving and fighting accelerate use of
- supplies. Units that are 'out of supply'
- (supply level=0) fight at 50% effectiveness,
- and move more slowly. Units that are out of
- supply are now marked with an "S" to make them
- easier to locate. Armies in port cities are
- always in supply if the city is not blockaded.
-
- ================================================================
- 3 M A I N M E N U
- ================================================================
- 3.1 Main Menu
- ================
-
- +=============+
- | Main |
- +=============+
- | Recruit |
- | Ships |
- | Army Moves |
- | NEXT TURN |
- | Informs |
- | OPTIONS |
- | UTILITY |
- | Files |
- | Help |
- +=============+
-
- - 6 -
- This menu shows the primary decisions you can make. At the
- bottom of the menu are symbols that tell you what setup
- options are active, and a reminder that F4 is a shortcut key
- to go to the next turn. The "music note" symbol tells you
- that music is ON. 'Snd' tells you that sound is ON. The "G"
- symbol tells you that graphics are ON for combat scenes. The
- number '1' or '2' tells you whether this is a 1- or 2-player
- game.
-
- When graphics are turned ON, the connection links between
- cities are shown. Also, there are displays for battles and
- special events, such as the surrender of an army. Play will
- be slowed slightly by when graphics are ON, due to time
- required to draw these displays.
-
- 3.2 Recruit
- ==============
- Allows you to recruit new armies or build up existing
- armies. Each recruitment requires 100 money units. If you do
- not have enough money, you cannot recruit.
-
- You will be given one or more randomly selected cities where
- you may recruit (only ones that your side currently
- controls). If the city is vacant, a NEW army is placed
- there, along with a commander and his corresponding
- abilities. Adding recruits to an existing army increases its
- strength, but does not change the commander.
-
- Each side has 20 commanders available to lead separate
- armies. As the game progresses, the number of available
- commanders will be reduced as commanders are captured or are
- occupied leading other units.
-
- If the list of 20 preset commanders is exhausted, there is
- list of "generic" commanders provided so you can still
- recruit and finish the game. Generic units are given Roman
- numeral identifiers. For instance, Union army 12 is
- designated Union XII. Rebel army 22 is designated Rebel II,
- and so forth.
-
- Newly created armies MAY NOT move this turn, while they
- train and organize. Existing armies that are increased in
- strength CAN MOVE in the current turn.
-
- At the balanced play level, newly created stand alone armies
- are 7,000 men. Additions to existing armies are 4,500 men.
- Experience level of recruits will be low (varies slightly,
- with slightly better levels for Rebel armies).
-
- NOTE: Once you have begin to recruit, you should NOT change
- sides or number of players, since the cities to
- recruit in are already selected for that part of the
- turn.
-
-
- - 7 -
-
- 3.3 Variable Recruits
- ========================
- ADVANCED FEATURE: Variable Number of Recruits. It is now
- possible to link the size of recruited armies to the size of
- the city where the recruiting takes place. Instead of fixed
- values for number of recruits, a toggle is provided in the
- Utility menu ("Max Recrt") to make more recruits available
- in larger cities (e.g., Philadelphia) and fewer available in
- smaller cities (e.g., Fort Donelson). When the toggle is
- OFF, the number of recruits for new or existing armies is
- fixed at the levels in the basic game (7000 for new armies;
- 4500 for additions to existing armies).
-
- When the toggle is ON, the number of recruits varies based
- on the value assigned to the city in the CITIES.GRD data
- file. For cities with values in the 10-15 range, the number
- of recruits will be about the same as with the toggle off.
- However, the number of recruits will be larger than normal
- for bigger cities and smaller than normal in smaller cities.
-
- 3.4 Ships
- ============
- Allows you to build and move fleets and bombard enemy
- cities. Each side has one fleet, consisting of 1-10 ships.
- Ships can be added to the fleet only in friendly port
- cities. Each new ship requires 100 money units.
-
- Ships can be moved to any port city. This means ships may
- move much more rapidly than armies, but their effect is
- different.
-
- If the two fleets meet in a port, they will engage in
- combat. During each round of combat, the attacker has the
- option to press the attack or retire. Each ship can take 10
- enemy hits before it sinks. The current number of hits
- remaining is shown below the ship icon. Combat continues
- until one fleet either retreats or is eliminated. At the end
- of the turn, there can be only one fleet in a given port.
-
- Ships do not transport armies, but can bombard enemy cities
- to damage defending armies or fortifications, or to drive
- the city to neutrality. If the city has an enemy army, the
- bombardment will damage the enemy. The fleet will also
- blockade the enemy army in the port, reducing his supplies.
- Fortified cities may have the forts damaged or reduced.
- However, forts may sink attacking ships.
-
- Unfortified cities not occupied by a defending army may
- become neutral as a result of the bombardment.
-
- The human player cannot move to a port and attack the port
- on the same turn. However, the computer opponent is allowed
- to do this.
-
- 3.5 Invasions
- ================
-
- - 8 -
-
- INVASIONS : The Union player ONLY may invade neutral cities
- if (1) there is more than one ship in the invading fleet and
- (2) there are still available Union commanders. The fleet
- size will be reduced by 1 and the new army will seize the
- neutral city. The invading army is small (3500 men) and
- vulnerable to attack. However, the captured city is eligible
- for possible recruiting later.
-
- 3.6 Move Orders
- ==================
- Allows you to select an army to move and where to move it. A
- menu will cycle through all your armies that are able to
- move this turn. Armies that already have move orders, or
- that have been combined this turn, or that have built
- fortifications this turn, or newly created armies are not
- eligible to move in the current turn.
-
- Once you select the army to move, the choice of all possible
- connecting destinations for that army are shown. Selecting a
- destination will result in a white dotted line from the
- selected unit to the destination. Note that the army does
- not move immediately. Rather, it will attempt to move during
- the move and update phase.
-
- If an army with move orders is attacked during the move and
- update phase, there is a chance that it will not be able to
- carry out those orders. If it is defeated, it must retreat,
- but even if it wins it may have its orders cancelled.
-
- During the month of January, you may not carry out any land
- campaigns (i.e., attack enemy or neutral cities). You may move
- armies to friendly cities, fortify, or conduct other land
- operations. Naval operations are unaffected by the January
- restriction.
-
- 3.7 Next Turn
- ================
- When you have completed your decisions for the current turn,
- select this option to continue with the game sequence. Note
- that once the game sequence progresses, you cannot back up.
- Thus, when you select this option, you will be asked to
- confirm before the turn actually progresses.
-
- 3.8 Inform (Reports)
- =======================
- Six different reports are available :
- 1) Friendly Army report
- Shows the status of all your armies, and other useful
- statistics on the progress of the game. After the
- first turn, it will also show the total strength of
- the enemy forces.
-
- 2) Enemy Army report
- Shows information similar to Friendly army report,
- except that it shows less complete information on the
- enemy forces.
-
- - 9 -
-
-
- 3) City report
- Provides information on the cities, their worth,
- status, and so on.
-
- 4) Force summary
- Shows on the map the strength of all armies (in 100's
- of men).
-
- 5) Intelligence report
- Provides an on-map summary of attributes of all
- FRIENDLY armies (strength, leadership, experience,
- and supply).
-
- 6) Battle Summary report
- Shows number of battles won and casualties incurred
- for each side.
-
- There is no cost for any of the reports.
-
- 3.9 Options
- ==============
- See Options Submenu for a description of the choices. These
- generally relate to special options available for individual
- armies.
-
- 3.10 Utility
- ==============
- See Utility Submenu. These provide overall game options that
- allow various features of game play to be modified.
-
- 3.11 Files
- ============
- Allows you to load or save games and to quit then program.
- There is only one saved game file, named "CWSTRAT.SAV". If
- you wish to maintain additional saved game files, you must
- use DOS commands (e.g., COPY and RENAME).
-
- When the game is started, the base game is automatically
- initialized, configured according to the current CWS.CFG
- settings.
-
- ================================================================
- 4 O P T I O N S
- ================================================================
- 4.1 Options Submenu
- ======================
-
- +============+
- | Options |
- +============+
- | Cancel |
- | Fortify |
- | Join |
- | Supply |
- | MAIN MENU |
- +============+
-
- - 10 -
-
- 4.2 Cancel
- =============
- Allows the move orders for unit selected (menu with eligible
- units will be displayed) to be cancelled - in case you
- change your mind before you go to the next turn.
-
- 4.3 Fortify
- ==============
- If ALL the following conditions are met, you may fortify a
- city:
- 1. City is occupied by a friendly army
- 2. City is not already at DOUBLE FORTIFIED ++ level
- 3. You have at least 200 money units
-
- All cities meeting these conditions, will appear in a menu
- of candidates. Selecting a city to fortify will cause the
- city icon to be updated on the game display. The army
- occupying a city that is fortified loses its turn (it is
- presumably busy building fortifications) and will be shown
- as 'Resting' in the Army report.
-
- An army may increase a given city's fortifications by 1
- level per turn. If there are 2 units in a city, each army
- may add 1 level of fortification in a turn, thereby double
- fortifying the city.
-
- 4.4 Join (Combine)
- =====================
- Up to a certain level, friendly armies may be combined to
- create larger and more powerful forces. In order to combine,
- armies must start the turn stacked in the same city. Stacked
- armies are indicated by a small gold circle on the flag
- icon. Selecting 'Combine' will result in a menu of candidate
- cities in which armies are stacked. Selecting a city will
- cause all armies in that city to attempt to combine, up to a
- maximum level of 125,000 men. Army attributes for combined
- armies are averaged, and the best commander of the armies
- combined will assume leadership of the combined forces. (His
- leadership ability will be reduced slightly to account for
- the increased difficulty of commanding the larger forces.)
-
- 4.5 Supply
- =============
- On occasion, you may need to manually allocate additional
- provisions to units that are out of supply. These units may
- be seen on the map marked with an "S" to make them easier to
- locate. At the end of the move and update phase, units will
- automatically receive 1 unit of supply, assuming enough
- money is available. Automatic update of supply costs .002
- money units per 1,000 men in the army unit. (For instance, a
- 22,000 man unit would require 44 money units to resupply).
- This automatic resupply is done in numerical unit sequence,
- so that higher numbered units are supplied last. If there is
- not enough money to supply all units, or if the unit expends
-
- - 11 -
-
- more than expected supplies, or is blockaded in a port, some
- will eventually get out of supply. Note that in the months
- of July and September, units are resupplied without cost
- (except for blockaded units).
-
- To manually resupply, you must have enough money to provide
- the supplies, which depends on the size of the army being
- resupplied. Each unit of supply requires .001 money units
- 1,000 men (cheaper that automatic resupply). However, the
- computer will attempt to allocate as much supply as possible
- to the unit selected, up to a maximum of 5 units of supply.
- If you do not have enough money to allocate at least 1 unit
- of supply, none will be provided.
-
- ================================================================
- 5 U T I L I T Y
- ================================================================
- 5.1 Utility Submenu
- ======================
- +============+
- | Utility |
- +============+
- | Redraw |
- | Side |
- | Solo |
- | Graphics |
- | Sounds |
- | Display |
- | Balance |
- | End Cond |
- | Events |
- | Vary Start |
- | Jan Cmpgn |
- | Max Recrt |
- | Aggress 1 |
- +============+
-
- 5.2 Redraw
- =============
- Allows you to redraw the display map.
-
- 5.3 Side
- ===========
- Toggles between the Union and Rebel side for the 1 player
- game only.
-
- 5.4 Solo/2-Player
- ====================
- Toggles between 1- and 2- player game.
-
- 5.5 Graphics
- ===============
- Adjust level of graphics. Four levels of graphics are now
- allowed, designated G0 through G3.
-
- G0 = no additional graphics (BASIC level)
-
- - 12 -
-
- G1 = show city connections
- G2 = show city connections and city names
- G3 = show city connections, city names, and additional combat
- graphics
-
- Higher graphics levels will slow the game somewhat while
- the screen is redrawn.
-
- 5.6 Sound
- ============
- Toggle between Sound & Music, Sound Only, and Quiet.
-
- 5.7 Display
- ==============
- Sets display speed for messages displayed, from fast to very
- slow.
-
- 5.8 Balance
- ==============
- Set Play Balance from Rebel++ (large Rebel advantage) all
- the way to Union++ (large Union advantage). Play balance
- affects the relative resources allocated, along with the
- handicap received in combat.
-
- 5.9 End Game Conditions
- ==========================
- Shows the conditions that will determine when the game is
- over. These are specified in the input file CWS.INI, and can
- be changed by changing that file. Up to 5 different preset
- conditions may trigger the end of the game:
-
- Time (Month & Year)
- % Cities Controlled by Either Side
- % Income for Either Side
- Capital Capture By Either Side *
- Ratio of Total Army Strength
-
- In addition, the total elimination of either side's armies
- will trigger a victory condition. Active conditions are
- marked with an "√". These may be toggled either off or on
- (active) using this option, but the VALUES themselves can
- only be changed in CWS.INI (see "Files" section below). If
- ANY of the active conditions are achieved by EITHER SIDE,
- the game will end. If there are NO active end game
- conditions, the game will continue indefinitely.
-
- * Note: If BOTH sides lose their capital in the same turn, the
- game does NOT end even if this condition is active.
-
- 5.10 Victory Condition Override
- ================================
- There is an override option when victory conditions signal
- the end of the game. This allows you to keep playing if you
- choose instead of abruptly ending the game. Each time the
- override is used it increases the victory condition that was
- triggered. For example, suppose the % cities controlled
-
- - 13 -
-
- condition is triggered. Suppose it is currently set at 32
- (80% of total), and that the end game condition is
- overridden. The number of cities required to trigger the
- condition is increased to 33 (or 82.5%). If it is overridden
- later, it increases to 34 (85%) and so on.
-
- 5.11 Random Events
- ===================
- Control over random events has been extended in the Utility
- menu option. Random events can be toggled OFF so they do not
- occur. If random events are ON, the degree to which they
- favor one side or the other can be controlled:
-
- Favor Union (70% of random events help the Union)
- Neutral (50% help the Union; 50% help the Rebels)
- Favor Rebels (70% of random events help the Rebels)
-
- If random events are ON in a 1-player game, they will
- default in favor of the computer opponent if they are not
-
- 5.12 Vary Start
- ================
- Selecting this option at the beginning of the game will
- give different starting conditions.
-
- 5.13 January Campaigns
- =======================
- Toggle to allow/disallow January campaigns.
-
- 5.14 Max Recruit
- =================
- Toggle to link number of recruits available in a given city
- to the city size (as represented by the income level in the
- CITIES.GRD file).
-
- 5.15 Enemy Aggression
- ======================
- This option applies only for 1-player game. By repeated
- selecting this option you may cycle through enemy
- aggressiveness levels from 0 (least aggressive) to 5 (most
- aggressive). The default level is 1. At the lower levels,
- the enemy will be more cautious and defensive, preferring to
- build forts and make attacks only when the odds are
- favorable. At the higher levels, the enemy will attack more
- often, perhaps even to the point of foolhardiness.
-
- ================================================================
- 6 M O V E & C O M B A T P H A S E
- ================================================================
- 6.1 Computer Decisions
- ==========================
- If you are playing a 1-player game versus the computer, you
- will see the computer decisions being made. The computer
- does not 'cheat' by taking advantage of knowledge of the
- moves you have selected. If the side played by the computer
- has an advantage in play balance, it will be a more
-
- - 14 -
-
- difficult opponent because it will get more resources, and
- will receive a combat handicap.
-
- You will be prompted to "press any key for month /year events".
- During the update phase, the message "UPDATE" will appear in the
- lower right of the map area. The computer will move the armies,
- provide information on battles, state of supplies, and so on.
- From time to time the display will pause to give you time to read
- the messages. You can press any key to move on.
-
- 6.2 Army Movement
- ====================
- When you see the message "press any key for (current month
- and year) events", the move and update phase has begun.
- During this phase both sides have their move orders carried
- out. When enemy armies meet in the same city, combat occurs.
- After combat, only one side will continue to occupy the
- city. The side that was driven off loses the battle.
-
- The order in which armies move depends on (1) ability of the
- leader (better ones tend to move first), (2) supply (out of
- supply units move last) and (3) a random factor. Armies
- carry out their orders one at a time. The flag icon will
- move from the starting location to the destination city.
-
- 6.3 Combat
- =============
- If combat occurs, a set of statistics will appear on the
- right of the screen giving important information on how the
- battle will be resolved. The information for both attacker
- and defender begins with a base calculation, which goes
- through a series of adjustments to arrive at a final value
- for this battle.
-
- Item Meaning
- ---------- -----------------------------------------------
-
- Base Base combat strength, obtained by dividing unit
- strength by 10,000 and rounding up. Thus, an
- army with 23,000 men has a base combat strength
- of 3. The base for defenders is increased to
- account for their reduced exposure to fire.
-
- Ldr/Exp Base combat strength, adjusted for leadership
- and experience. Armies outmanned by more than
- 5:1 will usually not receive this adjustment.
- However, elite armies with experience levels of
- 8 or more automatically receive a bonus, even if
- hopelessly outnumbered.
-
- Small Adjusted strength after penalizing for very
- small forces (i.e., small force has less than
- 1,500 men).
-
- Outman Additional adjustment if the opposing army is
- much larger than this army proportionately. This
-
- - 15 -
-
- occurs for the attacker if outnumbered by more
- than 5:1 or for the defender if outnumbered by
- more than 10:1.
-
- Supply Additional adjustment if unit is out of supply
- (will be in contrasting color). Out-of-supply
- units fight at half strength.
-
- Difclt Additional adjustment based on difficulty level.
-
- Fort (FOR DEFENDERS ONLY) - Additional adjustment if
- location is fortified and defender has not moved
- or fought previously in this turn. NOTE:
- Occasionally an exceptional commander will get
- the fort bonus even if he has fought previously
- in the turn.
-
- The exact combat adjustment for outmanned armies has been is
- shown below:
- +-------------------------+---------------+---------------+
- | Attacker/Defender Ratio | Attack Adjust| Defend Adjust |
- +=========================+===============+===============+
- | 1:10 or worse | set to 1 (min)|set to 20 (max)|
- +-------------------------+---------------+---------------+
- | 1:10 to 1:5 | set to 1 (min)| + 2 |
- +-------------------------+---------------+---------------+
- | 1:5 to 1:2 | - 2 | + 2 |
- +-------------------------+---------------+---------------+
- | 1:2 to 2:1 | 0 | 0 |
- +-------------------------+---------------+---------------+
- | 2:1 to 3:1 | 0 | - 2 |
- +-------------------------+---------------+---------------+
- | 3:1 to 5:1 | + 2 | - 2 |
- +-------------------------+---------------+---------------+
- | 5:1 to 10:1 | + 2 | set to 1 (min)|
- +-------------------------+---------------+---------------+
- | 10:1 or better |set to 20 (max)| set to 1 (min)|
- +-------------------------+----------------+--------------+
- Note that this is in addition to any other combat
- adjustments, such as leadership, fortification, supply, etc.
-
-
- All combat adjustments are made sequentially, and the final
- result is the one actually used in the combat calculations.
- The final result for both the Attacker and the Defender is
- shown in a highlighted box. The final values can never be
- less than 1 nor more than 20. A calculation of the odds of
- an attacker victory are also given as A GUIDE ONLY. The
- computer actually resolves the combat separately from this
- calculation of attacker odds, but it should provide a good
- indicator of who is likely to win the battle.
-
- The actual results of the battle will be displayed after you
- press a key. The winner is announced at the bottom of the
- screen. Casualty information (numbers and percentages for
- each side) are shown at the top of the screen. Notice that
-
- - 16 -
-
- an army can win the battle but suffer greater losses than
- the enemy.
-
- The loser must retreat to an adjacent friendly city. The
- human player is given the option as to which city to retreat
- to if a player-controlled DEFENDING army must retreat (if
- there is more than one choice for retreat). If there are no
- retreat options, the loser will surrender. Even if there is
- a retreat option, a unit may be so outnumbered and reduced
- in size so much that it can no longer function. Such
- shattered units will also surrender. When units surrender,
- their commanders are PERMANENTLY removed from the game.
-
- If there is more than one defending army in a city, the
- attacker must defeat each defender one at a time until all
- defenders are driven out before occupying the city.
-
- 6.4 Income Update
- ====================
- After all combat and moves are resolved, the supplies are
- distributed, and income and victory points are updated based
- on present game situations. Note that the Union side always
- receives income from other parts of the country outside the
- region shown (e.g., Boston, New York, Chicago, etc.) Thus,
- the Union in effect has an income bonus. Supplies are
- distributed based on cash remaining, to the armies in
- numerical order.
-
- ================================================================
- 7 D E S I G N E R N O T E S
- ================================================================
- 7.1 Game Concept
- ===================
- The game takes a strategic military point of view. There are
- essentially 3 theaters of war, the Mississippi River,
- central Tennessee, and Virginia. Combat revolves around the
- power of defensive (particularly fortified) positions, and
- cutting lines of retreat to isolate and capture armies. The
- Confederates must move quickly early in the game before
- superior Union resources overwhelm them. Likewise, the Union
- must press to victory (normally taking the Rebel capital)
- before time expires and the Rebels earn a victory by default
- as the European powers recognize them.
-
- The game is intended first and foremost to be fun, and is
- basically a 2 player game. The computer AI ability is
- limited, and results may be quite ahistorical. The 2-player
- option offers more possibilities, but even here, historical
- accuracy is not claimed.
-
- 7.2 Victory
- ==============
- The game checks for active victory conditions and
- automatically ends when they are met. You will get a good
- indication of how the game is going for your side from the
- information in the upper right hand part of the screen.
-