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- ^\74 SRE ^\70│ 0.980 │ Solar Realms Elite ^\07
-
- ^\0AWritten by Amit Patel in Borland C++ 2.0 (Borland International)
- ^\07Call ^\0EThe Solar Realms BBS^\07, sysop ^\0ESunStriker
- ^\0B(713) 855-1665^\03 Houston, TX
-
- ^\02Send comments, registration forms, suggestions, and bug reports to:
- ^\0AAmit J. Patel
- 4851 Cairnsean
- Houston, TX 77084-2541
-
- ^\0ETo get started
- ^\09──────────────────────────────────────────────────────────────────────────────^\07
- In ^\0FSolar Realms Elite ^\09[^\0BSRE^\09]^\07, you rule a solar empire.
- The goal is to become and stay the most powerful empire. You can gain
- strength by buying forces, and you can gain size by colonizing planets.
- You start with 2 ore-producing planets, 10000 megatons of food, 100 soldiers,
- 1 government management planet (if your sysop has government planets enabled),
- and 2 generals. You are required to feed your people and army, and to pay
- your planets and army. If you fail to do these things, disastrous results
- may occur. You are given 20 (set by sysop) turns (years) of protection,
- during which you can not attack or be attacked. You can not perform covert
- operations (except Spy). This provides a way for smaller empires to build up
- their defenses and planets before they enter the "real world".
-
- ^\03A note on time units in SRE: ^\0ETurns ^\07and ^\0EYears ^\07are game time
- ^\0EDays ^\07and ^\0EHours ^\07are real time
-
- The first thing you will see is the lottery. If you buy a ticket, you must
- pick 4 numbers, and depending on how many of your digits match the winning
- digits, you may or may not win money. If you win, the money will go into
- your bank account, which can be accessed ^\0CONLY IN THE REGISTERED VERSION^\07
- (Get your Sysop to register this game if she or he hasn't already done so!).
-
- The first menu you will come across is the Diplomatic Relations menu. This
- menu has 8 options:
-
- ^\0E1^\07 - ^\0ANeutrality Treaty^\07 - This is a treaty with another empire that will
- prevent you from being attacked by the other empire ONLY IF the
- treaty is for more than 0 days. It also allows trading.
-
- ^\0E2^\07 - ^\0AFree Trade Agreement^\07 - This treaty will also protect you from being
- attacked by the other empire if for more than 0 days. This treaty
- also will earn money from tariffs from trade with the other empire.
-
- ^\0E3^\07 - ^\0AMinor Alliance^\07 - This treaty will not only protect you from the other
- empire's attacks, but the other empire will also send you defensive
- forces when you are attacked. You will automatically send him or her
- forces when he/she is attacked also.
-
- ^\0E4^\07 - ^\0ATotal Defense^\07 - This is the same as the Minor Alliance, but each of
- you will send more forces in defense than in a Minor Alliance.
-
- ^\0E5^\07 - ^\0AArmed Defense Pact^\07 - This is a Total Defense pact that only applies
- to soldiers sent in defense, but more soldiers are sent with the Armed
- Defense Pact than with the Total Defense.
-
- ^\0E6^\07 - ^\0ACruiser Protection Plan^\07 - The heavy cruisers of both empires patrol
- the planet areas of both empires, to provide protection.
-
- ^\0E7^\07 - ^\0ABreak Treaty^\07 - This will automatically break ANY treaty. BUT, if the
- treaty is for more than 0 days, the treaty is not broken until the
- other empire plays and learns of it.
-
- ^\0E8^\07 - ^\0AView Relations^\07 - This gives you a list of relations with other empires.
-
- A treaty is used to ensure protection with your allies. You can propose
- one of the 6 types of treaties with another empire, and if the empire
- accepts the treaty, you two will be friendly for a period of time. If you
- specify a length of time for the treaty to be obeyed, during that time, the
- treaty is binding. The other empire may not attack you or perform covert
- operations on you. Likewise, you are prohibited from attacking or
- performing covert operations on the other empire. When the treaty expires,
- or if you specify 0 days for the length of the treaty, the treaty still
- exists between your empires, but an attack or covert operation is not
- strictly prohibited. Performing one of these actions immediately cancels
- the treaty. Breaking the treaty is also immediate if the treaty has
- expired. Use of these treaties allows small empires to bond together or
- with larger empires. Also, trading is only allowed with empires you have
- relations with (by having a treaty). Both the Neutrality Treaty and the
- Free Trade Agreement are meant to allow trading and to show good faith
- without making a commitment of forces for defense. A guerilla ambush,
- however, is a surprise attack, and military defense treaties do not help
- the defender.
-
- Next, you will see a status screen with information about your empire. It
- will show such items as your credits, the number of each type of force you
- own, the number of each type of planet you have, the condition of your
- empire, the efficiency of your army, the number of covert agents you have,
- and your population.
-
- You will next be prompted to pay your forces. You will have to pay to
- maintain your planets, pay the bank (if you have a loan), "donate" to the
- Galactic Coordinator, and spend money to reduce crime. If you do not have
- enough money, you may not have to donate, and if the game is REGISTERED,
- and the sysop has installed a bank, you may visit the bank before paying
- the forces (to get a loan or withdraw your savings).
-
- ^\0ENOTE^\07 : The number in brackets ^\09[]^\07 is the default. If you press
- ^\09[^\0BENTER^\09]^\07, the default will be used.
- If it shows as ^\09[^\0B=^\03####^\09]^\07, it is the maximum; default 0.
-
- Then you will go to the food market where you can Buy or Sell food. The
- Food Market is owned by the Galactic Coordinator, who is trying to make a
- profit. She or he sets prices depending on how much food the market has,
- so if there is a lot of food, the prices will be lower, and less food
- means higher prices.
-
- Next, you must feed your population and army. This is exactly like Paying
- them. If you can not feed them, you will be asked if you would like to
- return to the Food Market to buy more food.
-
- You next come to the covert operations menu ^\09only if^\07 you have covert agents.
- Here are the options in this menu :
- ^\0A1^\0B - Send Spy^\07
- You can get information about another empire, similar but less
- detailed than your own status screen. Spying may not always be
- successful, but you can guarantee that you can get a spy report by
- bribing a spy in the other empire (see option 9). You can spy as many
- times as you like.
- ^\03*^\0A2^\0B - Insurgent Aid^\07
- By sending rebellious troublemakers and pamphlets an opponent empire,
- you can increase the internal violence in that empire. To restore
- peace may be costly or impossible for the other emperor, and may cause
- civil war. The violence in the other empire will cause tourism
- profits to decrease and the population to drop. Insurgent Aid can be
- attempted once per turn per empire.
- ^\03*^\0A3^\0B - Set up^\07
- Your spies send reports to empire A that it was attacked by empire B.
- Empire B receives a report that empire A attacked it. Although the
- two empires may have been at peace prior to your meddling, they will
- believe that they were attacked by the other, and may retaliate. This
- operation can be performed once per day to the empires. You cannot
- set up empire A with empire B and then empire A with empire C on the
- same day, but you can set up A and B and then C and D.
- ^\03*^\0A4^\0B - Support Dissension^\07
- Your spies will encourage the opponent empires's soldiers to desert
- their posts. This operation can be performed once per day per empire.
- Your spies will not attempt the action for 12 real hours.
- ^\03*^\0A5^\0B - Demoralize Troops^\07
- By sending distractions and interruptions to the target empire, you
- can reduce the training efficiency of their soldiers and reduce the
- effectiveness of the army. You can demoralize troops of each empire
- only once per day. Your spies will not attempt the action for 12
- real hours.
- ^\03*^\0A6^\0B - Bombing Operations^\07
- Your spies can booby-trap the target's food supplies. Some or
- all of the food may be blown up. This is useful in starving another
- empire to death. You can bomb the food supplies of each empire
- only once per day.
- ^\03*^\0A7^\0B - Relations Spying^\07
- Your agents discover the treaties held by another empire. You can
- perform this action as many times as you like.
- ^\03*^\0A8^\0B - Take Hostages^\07
- Your terrorist spies capture a prominent official from the other
- empire and demand a sum of money for his or her return. The opponent
- emperor is forced to pay the fee, and you will receive the money.
- Taking hostages can be done once per day per empire. The terrorists
- wait 12 real hours before performing the action.
- ^\03*^\0A9^\0B - Bribe Personnel^\07
- Bribing a spy in the other empire, you can be guaranteed spy reports
- without fear of your spy being executed.
-
- ^\03*^\07 - Only available when NOT in protection.
-
- If your sysop is running the ^\0BREGISTERED^\07 version, and the bank is
- enabled, you will enter the bank. You can deposit credits as a savings
- account, on which you will earn interest, or get a loan, which you will
- have to pay yearly installments. Each year, interest is accumulated
- on a savings account or on a loan. Early payback of a loan reduces some
- of the interest costs. You can also invest in Galactic Coordinator Bonds.
- They cost 7500 credits and they return 10,000 credits in 36 real hours.
-
- You will then come to the ^\0Egovernment spending^\07 menu. You have the option
- of buying various forces. Some are defensive, and others are offensive:
- ^\0ASoldiers ^\03Defensive and Offensive
- ^\0AFighters ^\03Offensive
- ^\0ADefense Stations ^\03Defensive
- ^\0AHeavy Cruisers ^\03Defensive and Offensive
-
- ^\07You can also Colonize Planets:
- ^\0EFood^\07
- On these planets, huge farms produce food,
- which is required for your empire to survive.
- An alternative to having food planets is to
- buy from the food market each year, but the
- risks are that the supply of food in the food
- market may run out. Having a food planet is
- safer, but costs more than buying food from
- the market. Having too many food planets
- leads to food surpluses, which can be sold
- for low prices to the market, or saved for
- a later time.
- ^\0EOre^\07
- A stable source of income, ore planets continue
- to function even during wars and domestic
- troubles. They can be valuable if your tourism
- planets are not producing a good income during
- troubled times.
- ^\0ETourism^\07
- Producing more money (on average) than ore
- planets, the tourism planets depend upon the
- tourists spending money. During periods that
- your empire is not ^\03PEACEFUL^\07 (such as after a
- civil war), the tourist attractions earn very
- little or nothing. Too many tourism planets
- can cause your empire to be dependent on
- peaceful times, and the empire can easily
- collapse if you do have internal troubles.
- ^\0ESoldier^\07
- Multiple military training camps train soldiers
- for your army. Approximately 10 soldiers are
- produced per planet per year. Although buying
- soldiers seems to be a better option, the
- soldier planets are better once your empire
- becomes larger, since the prices of soldiers
- rise to several thousand. Also, soldier planets
- are more convenient.
- ^\0EGovernment^\07
- The base of the government agencies, these
- planets house the generals, who not only are
- military commanders, but are important
- political figures as well. They set up bases
- of operations for which they required 1/40th
- of the planet's usable land area. Therefore,
- 40 generals can use a single government planet.
- The covert agents also roam these planets, and
- having over 300 spies on one planet causes them
- to fight each other for territory, leading to
- internal conflicts.
- ^\0EEducation^\07
- Educational planets have large universities to
- which students come from independent planets,
- where the educational facilities are not as
- large as those that your empire can afford.
- After seeing your empire's resources and power,
- most of the students remain in your empire to
- add to your general population.
- ^\0EResearch^\07
- These planets are set up as scientific research
- laboratories in which developments may or may
- not occur. If a breakthrough occurs, it may
- benefit your empire and give you an edge over
- other empires that do not have your technology.
- The benefits are reported to you before the
- first status screen. They include such things
- as proteins to increase crop yield on food
- planets to new tourist attractions that
- increase tourism planet revenues. Some of the
- benefits will last forever and others are only
- temporary.
- ^\0EUrban^\07
- Urban planets are devoted to housing people.
- Since every city has internal commerce in the
- form of stores, fuel docks, and other
- services, the urban planets earn revenue in the
- form of sales taxes. Urban planets also
- increase the population of your empire, and as
- a result, increase the income taxes earned
- from your people.
- ^\0EPetroleum^\07
- These planets supply petroleum (oil) to the
- galaxy. All planets in the galaxy require
- petroleum to run machinery and vehicles. If
- there are few petroleum planets, the demand
- for oil will be higher and the income per
- petroleum planet will be higher. If there are
- too many of these planets, the price of oil
- will drop, and so will profits. One problem
- of petroleum planets is high pollution.
- ^\0EAnti-Pollution^\07
- Anti-pollution planets are completely covered
- with forests and jungles to absorb the toxic
- chemicals released into the galactic atmosphere
- by petroleum planets. Pollution causes reduced
- tourism, so the anti-pollution planets are
- neccessary to keep tourism active and also to
- reduce emmigration.
-
- You can build a ^\03command ship^\07, which will add power to your heavy
- cruisers during battle. The command ship's strength increases by 5%
- automatically (at no cost) each turn. You can also build it up by spending
- money (to build faster). In battle, one general is required to command
- every 50 soldiers. One carrier is needed to transport 100 fighters to
- the site of conflict.
-
- You may also buy ^\02covert agents^\07, which allow you to perform ^\04immoral^\07 acts
- on other empires, such as spying, encouraging soldiers to dissent, taking
- hostages, setting up two empires against each other, reducing another
- army's effectiveness with distractions, and aiding rebels to produce
- internal conflicts.
-
- You can also sell any item except a planet or the command ship for one-
- half of the current price. This can allow you to have ^\09"^\0Binvestments^\09"^\07:
- you can buy an item at a low price when your empire is small and as
- inflation causes prices to rise, you can wait until the prices are twice
- as much as when you bought the item, and then you can sell the item
- for a profit. When you sell a planet, you can release it, but you will
- not receive any money for it.
-
- The system menu can be accessed by pressing ^\09[^\0B*^\09]^\07. The system menu allows
- you to go back to the bank or covert operations menu. It also lets you
- see your status screen or the scores. You can buy a Super Lottery Ticket
- in this menu. One Super Lottery Ticket is selected at the end of the day
- to be the winner. All players will be notified of the winner of the
- jackpot. From the system menu, you can toggle expert mode (you can also
- use Control-X), change colors, see the instructions (this file!),
- check waiting trade deals, abdicate (who'd want to do that?), and set
- the taxation rate (the percentage your police steal from each person's
- pocketbook every year).
-
- After you are finished spending, you are given the option to attack
- another player. You cannot attack a player that is in protection;
- you cannot attack if you are in protection, unless you wish to void
- your protection. To void your protection, you are required to be a
- large enough empire with an adequate defense force. You are not allowed
- to attack an empire that you have a ^\03binding treaty^\07 with. Treaties
- that have expired but that are still in effect are no longer binding,
- and attacking that empire will cancel the treaty.
-
- ^\0AConventional Attack^\07
- The normal way to attack another empire, the conventional attack uses
- your soldiers (led by generals), fighters, and heavy cruisers for battle
- and looting. If you win, you can capture some of the opponent's planets
- and take some of the money. The battle comes after a declaration of
- war, so the opponent has time to call her or his allies for defense.
- This is the only honorable way to fight another empire.
-
- ^\0AGuerilla Ambush^\07
- This highly immoral act is a surprise attack on the opponent that allows
- no warning, so the victim empire has no time to call allies. Also, the
- soldiers are randomly shooting at the enemy, so no generals are needed
- to lead them. There is no good way of knowing the enemy casualties, and
- no planets can be captured. However, fear can be spread in the civilian
- areas of the opponent's empire, and some of the soldier defenses can be
- weakened. There is a risk that the opponent will capture a few of your
- soldiers and discover your identity; otherwise your attack will go
- unnoticed.
-
- ^\0ANuclear Offensive^\07
- Rumours have spread concerning nuclear weapons that are being sold on
- the black market, now even in our galaxy. The Galactic Coordinator is
- currently trying to destroy the sources of these weapons. It may be a
- while before you are able to get nuclear weapons, if at all. Nuclear
- weapons can spread radiation and make dead planets from productive ones.
- Naturally, any empire caught using nuclear weapons will be punished or
- eliminated by the Galactic Coordinator. If you think you can withstand
- the force of The Galaxy's forces, you can take the risk...
-
- ^\0AChemical Warfare^\07
- Poisonous chemicals have been banned in our galaxy, but exist in many of
- the barbaric galaxies in the universe. Occasionally these chemicals are
- brought to our galaxy for causing human misery. Due to the highly
- uncivilized nature of these weapons, the Galactic Coordinator is tightly
- enforcing the ban. If you found even possessing chemicals that can be
- used for chemical warfare, you will be instantly annihilated by The
- Galaxy's army. Don't even think of using these.
-
- ^\0APirate Raid^\07
- If you pay attention to the events that occur before the status screen,
- you may notice that various teams of Pirates take some of your military,
- covert agents, planets, food, or money. You can raid these foes from the
- attack menu by sending a military and lots of money to capture back some
- of their goods. Included in the items you capture may be items that they
- have captured from other empires.
-
- After you have finished in the battle section, you may trade with another
- empire. You can trade with any player that you have a treaty with, even
- if the treaty has expired. You can choose how much you would like to
- send to the other empire, and how much you will demand in return. If you
- are generous, you may wish to send items without demanding anything in
- return. Trading requires enough carriers to carry everything you send
- ^\0Dand^\07 to carry everything that will be sent back. With trading,
- if you are a small empire, you can send items to a larger empire and
- demand more money than you paid for them. The larger empire will be
- receiving these items for less then the prices are there, and you will
- be able to sell them for more than you bought them for. This is ^\0Fvery^\07
- profitable for both empires.
-
- Sometimes, you may get a ^\0FResearch Development^\07 menu. Usually your
- research development teams work on their own, but you can occasionally
- direct them to work on a specific advancement. You can spend "research
- points" which are created by research planets to improve your planets'
- efficiency.
-
- The final status screen will then be displayed. This screen tells you
- how much your population has changed, and in what ways. People leave
- and die when you have internal conflicts, and they come and are born
- when your empire is running well. The immigration rate is increased
- by getting education planets, and the birth rate increases with urban
- planets. The death rate increases with overcrowding, and the emmigration
- rate increases with violence in your empire. Also shown on this screen
- are losses from a civil war, if you have one.
-
- You are asked if you would like to continue playing your turns, or if
- you would like to quit. If you quit, you will see the score list, and
- then you will be allowed to write messages. Messages can be written
- to one or more players. To write to all players, press ^\09"^\0BZ^\09"^\07, meaning
- toggle all. To write to all players except one, press ^\09"^\0BZ^\09"^\07 to turn all
- the players on, and then press the letter of the player to omit, to
- toggle the player off. Press ^\0BRETURN^\07 to stop toggling players and to
- start writing the message. Each time you start a new line of the
- message, the current line number is displayed. You can type up to ^\0320^\07 lines
- in each message. Enter a line with just ^\09"^\0B/S^\09"^\07 on it to end the message. You
- can choose to make the message anonymous, if you wish.
-
- ^\0EA Note from the Galactic Coordinator^\09 (^\0BIt^\09)^\07
- "Asks you-Why does It collect taxes? It have to fund the food market.
- It run a communications network that gives all empires free message
- transmissions and free notices when they attacked. It also have to
- pay the losses on the Super Daily Lottery, 12% of each day's prize
- comes out of Its money. Then maintain an army It must to stop you big
- empire from using chemical and nuclear weapons; It to protect empires
- under "protection" supply security; It also spend money stopping black
- market men. On humans It spend a lot of time and money providing, so
- taxes a little you should pay." ^\01─^\09─^\0BGalactic Coordinator^\07
-
- (don't tell ^\03It^\07 that ^\03It^\07 has bad sentences──It's struggling with English.)
-
- ^\0EThat's about all! Enjoy the Game!
-
- ^\0E SunStriker ( Mehul Patel )
- ^\0B Amit Patel^\03, programmer
-
- ^\0EPS^\07 - Encourage your Sysop to Register this game if he or she hasn't
- already!! It is worth it!! She or he will receive the registered
- version with the Bank and many configurable options (Interest, Bank
- name, Number of turns per day, initial number of planets available,
- Number of turns of protection, etc.).
-
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- ^\0F ▐█████▌▐█ █▌▐█ █▌ █▌ ▐█ ██▌ ▐█
- ^\0E █▌ █▌ █▌█▌ ▐█ ▐█ █▌ ▐█ █▌
- ^\0C ▐█ ▐█ ▐██ █▌ █▌ ▐█ █▌
- ^\04 ██████ █▌ █▌ ███ ▐███ ▐█ █▌
-
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