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- ~/P
- ~0E
- F1 - How to Play
-
- F2 - Decisions
-
- F3 - MAIN MENU
-
- F4 - Options Submenu
-
- F5 - Utility Submenu
-
- F6 - Movement & Combat
-
- F7 - Quit
-
- Select an option
-
-
-
-
- ~/H{ VGA Civil War Strategy Game v1.4- ONLINE HELP}
- ~/R
- ~0B
- ~#1~/H{ HOW TO PLAY}
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- H O W T O P L A Y
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- 1 How to Win
- ============
- VGA Civil War Strategy is a 1 or 2 person strategic level game of the
- American Civil War. You win by getting "victory points" for:
-
- (1) capturing cities --- big cities are worth more;
- 50 point bonus if CAPITAL city
-
- (2) capturing enemy armies --- 25 points
-
- (3) winning battles --- 1 point each
-
- (4) special events --- varies
-
- The South wins by default if not crushed before mid 1865
-
- 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.
-
- 2 Display
- =========
- The main game screen is a map of the eastern U.S. along with the Main
- Menu from which you choose most of your options. Above the menu is a
- flag showing the side is currently selected, Union or
- Confederate. In the upper righthand area is a bar graph which
- shows how the current side is doing, along with victory points
- and level of difficulty.
-
- Use the "up" and "down" arrow keys to move the cursor. Press 'Enter'
- to select the currently highlighted option. Usually, 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.
-
- The 40 small colored circles on the map display represent cities or
- other key locations. Blue circles are Union controlled; gray ones are
- Confederate controlled. Red circles are neutral cities (not controlled
- by either side). The two circles marked by small yellow crosses are
- CAPITAL cities. Connections between the cities is be shown by dashed
- lines.
-
- Circles surrounded by a HOLLOW BLACK box are is a FORTIFIED (FORT+)
- locations; circles surroundeded by a SOLID BLACK box are HEAVILY
- FORTIFIED (FORT++).
-
- 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.
-
- Small flag icons appear next to some cities. Each flag represents an
- army. Mountain and rivers features are also shown on the map.
-
- 4 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
- Income Updated Based on Cities Controlled
- Unit Supply Updated
-
- ~/W~/T
- ~#2~/H{ DECISION PHASE}
- ~0C
- ~/R
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- D E C I S I O N P H A S E
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- 1 Movement
- ==========
- Armies move from city to city. 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.
-
- Moving an army into an enemy city that is not occupied by an army
- results in automatic capture of the city. Moving 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 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. Armies
- in port cities are always in supply if the city is not
- blockaded.
- ~/W~/T
- ~#3~/H{ MAIN MENU}
- ~0B
- ~/R
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- M A I N M E N U
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- 1 Main Menu
- ===========
-
- ╔═════════════╗
- ║ Main ║
- ╠═════════════╣
- ║ Recruit ║
- ║ Ships ║
- ║ Army Moves ║
- ║ ≡NEXT TURN≡ ║
- ║ Reports ║
- ║ OPTIONS ║
- ║ UTILITY ║
- ║ Files ║
- ║ Help ║
- ╚═════════════╝
- This menu shows the primary decisions you can make. At the bottom of
- the menu are symbols indicating which setup options are active.
- When graphics are turned ON, the connection links between cities are
- shown.
-
- 8 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 named 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.
-
- 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
- selcted for that part of the turn.
-
- 2 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.
-
- 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 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.
-
- 4 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.
-
- 5 Reports
- ==========
- Several different reports are available. There is no cost for any
- of the reports.
-
- 6 Options
- ==========
- See Options Submenu.
-
- 7 Utility
- ==========
- See Utility Submenu.
-
- 8 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.
-
- ~/W~/T
- ~#4~/H{ OPTIONS SUBMENU}
- ~/R
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- O P T I O N S
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- 1 Options Submenu
- ==================
-
- ╔════════════╗
- ║ Options ║
- ╠════════════╣
- ║ Cancel ║
- ║ Fortify ║
- ║ Combine ║
- ║ Supply ║
- ╚════════════╝
-
- 2 Cancel Orders
- ===============
- 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.
-
- 3 Fortify
- ==========
- If ALL the following conditions are met, you may fortify a city:
- city is occupied by a friendly army
- city is not already at DOUBLE FORTIFIED++ level
- you have at least 200 money units
-
- 4 Combine
- ==========
- Armies may be combined to create larger and more powerful forces up to
- a maximum of 125,000. In order to combine, armies must start the
- turn stacked in the same city. Stacked armies are indicated by a small
- yellow 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 the maximum
- level.
-
- 5 Supply
- =========
- On occasion, you may need to manually allocate additional provisions to
- units that are out of supply. Each unit manually supplied requires .001
- money units per 1,000 men (which cheaper that automatic resupply).
- However, the unit received the maximum amount of supply that can be
- provided.
-
- ~/W~/T
- ~#5~/H{ UTILITY SUBMENU}
- ~/R
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- U T I L I T Y
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- 1 Utility Submenu
- ==================
- ╔════════════╗
- ║ Utility ║
- ╠════════════╣
- ║ Redraw ║
- ║ Side ║
- ║ Solo ║
- ║ Graphics ║
- ║ Sounds ║
- ║ Display ║
- ║ Balance ║
- ║ End Cond ║
- ║ Events ║
- ║ Vary Start ║
- ║ Jan Cmpgn ║
- ║ Aggress 1 ║
- ╚════════════╝
-
- 2 Redraw
- =========
- Allows you to redraw the display map.
-
- 3 Side
- =======
- Toggles between the Union and Rebel side for the 1 player game only.
-
- 4 Solo/2-Player
- ================
- Toggles between 1- and 2- player game
-
- 5 Graphics (Toggle)
- ===================
- When ON, graphics show connections between cities and provides displays
- for battle and significant events, such as capture of capital and
- surrender of armies.
-
- 6 Sound
- ========
- Toggle between Sound & Music, Sound Only, and Quiet.
-
- 7 Display
- ==========
- Sets display speed for messages displayed, from fast to very slow.
-
- 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.
-
- 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 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
-
- Active conditions are marked with an "√".
-
- * Note: If BOTH sides lose their capital in the same turn, the game does
- NOT end even if this condition is active.
-
- 10 Events
- =========
- Option to enable/disable the random events feature. When random events
- are enabled, a check mark "√" will appear beside the option.
-
- 11 Vary Start
- =============
- The initial game conditions can be varied using this option.
-
- 12 January Campaigns
- ====================
- Allows you to permit/prohibit January campaigns.
-
- 13 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.
-
- ~/W~/T
- ~#6~/H{ MOVE & COMBAT UPDATE PHASE}
- ~0B
- ~/R
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- M O V E & C O M B A T P H A S E
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- 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.
-
- 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.
-
- 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.
-
- 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 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.
-
- These adjustments are sequential, 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 an army can win the battle but suffer greater
- losses than the enemy.
-
- The loser attempts to retreat to an adjacent friendly city. If there
- are no retreat options, the loser will surrender. Even if there is a
- retreat option, a unit may be shattered and choose to surrender. When
- units surrender, their commanders are PERMANENTLY removed.
-
- 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.
-
- 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.
- ~/W~/T
- ~#7~/Q
-
-