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- GREEN.DOC Rev: 30 Mar 1992
-
- Contents:
- SUMMARY
- STARTING THE GAME
- PLANTERS
- PAVERS
- SETTING MODES
- SCORING
- DETAILS
- CUSTOM MAPS
- SHAREWARE & THE ASP
-
- ---------
-
- SUMMARY:
- ---------
- GREEN is a strategy game in which you support your planters as they work to
- prevent the pavers from turning farms into parking lots.
-
- There are several different maps, of varying difficulty. You have the
- ability to plant hedges, add walls, and to destroy pavement.
-
- GREEN requires a MS compatible mouse and EGA or better graphics.
-
- STARTING THE GAME:
- ------------------
- To start the game, choose Play from the main menu. This will use the
- default map. (Later use the Map command to select alternate maps). Start
- with Difficulty 1 and clumps. This will give you the easiest setup and let
- you become acquainted with the commands while playing the first game.
-
- The map initially shows the pavers, who start all in one place because you
- chose 'clump'. Press F4 to get the global map, and you'll see the pavers
- position on the overall map. You'll also see the clump of planters (A-D).
- Move the mouse to the planters, and press the button. The new map will show
- you the planters. This is the fastest way of jumping from one area to
- another. You can also scroll the map.
-
- Right click near a map edge (cursor keys work, too) scrolls the map in any
- direction (including diagonally.
-
- Centered under the map are icons showing the types of terrain you can
- select:
- * Hedge
- * Window
- * Wall
- * Rubble
- * Waypoint marker
-
- Left click on the terrain you want to use. Then move the mouse to the map
- and left click on the area to place it. There are some restrictions to
- where terrain can be placed. See details below, or experiment.
-
- Function keys:
-
- F1: Help
- F3: Unit map
- F4: Global map
- F5: Set individual modes
- F6: Set all planter modes
-
- You get income from all greens, more for trees and hedgerows than for
- hedges, bushes or clear. You pay maintenance for walls and windows. You
- also lose income for land taken out of production to form paved areas, and
- for rubble left behind by the pavers. Income is calculated about every 10
- seconds. The numbers are updated at that time.
-
- Costs:
- 75 to plant a hedge
- 100 to move the marker
- 150 to build a wall
- 200 to turn a wall into a window
- 400 to turn an area into rubble
-
- Building restrictions:
-
- Window can be placed only on existing walls.
- Hedges cannot be planted on walls or floors.
- Walls can't be built on pavement.
-
- Pavement, walls, windows can be turned to rubble.
-
- The waypoint marker can be placed in any green area. Any planter with
- 'Move' orders will make their way to that marker. You can move the marker
- whenever you like, at a cost of 100 per move.
-
- Winning:
- There are several ways to win:
- * achieve your savings goal. You need to accumulate 48000 in funds,
- plus 2000 for each degree of difficulty.
-
- * Eliminate all pavers
-
- There are several ways to lose, too:
- * Let total funds go negative.
-
- * Lose all planters and let maintenance & development costs
- exceed income.
-
- Various bonuses are calculated, depending on the difficulty and ending
- conditions. Your score can increase or decrease tremendously at the end.
- Difficulty determines both number & activity of pavers, and relative payoff
- for a win. That is, you will score much higher if you win a more difficult
- game.
-
- PLANTERS:
- ---------
- Planters include farmers, foresters, environmentalists and others whose
- primary goals are for the preservation of the earth and the renewable
- resources they can extract from it. Planters clear paver rubble, plant
- bushes in clear terrain, and change bushes to trees. They also raise the
- low hedges you plant into taller, stronger, hedgerows.
-
- You can plant hedges in any green area other than green rubble (grubble).
- You can put walls in any non-pavement, non-rubble, non-water area. You can
- also put windows in walls, to ease movement. You may even want to provide
- occasional windows for pavers, in order to guide them into some unprofitable
- areas or devious traps. Finally, you can change walls and pavement into
- rubble. This hurts your income, and is costly to do, but is sometimes
- useful, since your planters may be able to return paved areas to more
- beneficial uses.
-
- Planters need energy to plant, and lose energy when they traverse pavement
- or get blocked by walls. They are re-invigorated when they move thru their
- lush plantings, especially hedgerows and trees. The energy display (upper
- right hand part of screen) shows planter and paver status by color: green
- or blue planters are vigorous and energetic. Magenta and brown show a loss
- of interest. Finally, red planters are in danger of being co-opted by the
- pavers. (Rest is the best mode to try to rescue these overworked people.)
-
- PAVERS:
- ---------
- Pavers include mall developers, real estate agents, clear-cut loggers and
- other exploiters of the environment. (Obviously, this is just a game. There
- may indeed be a non-exploitative developer somewhere.) Pavers turn your
- well tended farms and greenswards into parking lots. When water is present,
- they also delight in flooding the area to make deep water playgrounds.
- Walls slow them down, as do hedgerows.
-
- Pavers are frustrated (lose energy) when they move to green areas and fail
- to destroy them. They also lose if they get blocked by injunctions (legal
- walls) and other impediments placed there by you or your planter allies.
- Pavers gain energy when they visit their wide expanses of parking lot, or go
- through water. Paver colors are shown in the reverse order from planters:
- Red pavers are the most energetic. Next come brown, then magenta and blue.
- When a paver turns green, it means s/he is about to retire.
-
- SETTING MODES:
- ------------------
- Setting modes is an advanced feature that you can invoke when you are
- comfortable with the rest of the game functions. It lets you assign a
- specific function to each of your planters. You may set them to Plant,
- Grow, Clear, Rest or Move. The advantages of each mode are outlined below.
- While the change mode selection screen is displayed, the game is suspended.
- The selection screen also shows the current status of the pavers, but you
- can't affect them. The default mode for all planters is Plant.
-
- Plant -- seek out clear areas and plant bushes
-
- Grow -- seek out bushes and hedges and help them grow
-
- Clear -- seek out rubble and clear it
-
- Rest -- avoid expending energy
-
- Move -- move to the waypoint.
-
-
- SCORING:
- ---------
- Each planter and paver has an energy rating. This changes during the game,
- as they move and terraform. In general, when they move on friendly terrain,
- they gain points, when they plant or destroy, they burn points. You can't
- control any of the workers directly, but you can give them general
- directions (See 'Setting Modes').
-
- If energy goes to zero, that worker retires. If it goes over 100, half
- that energy is given to a new worker who appears to assist that side.
- Maximum number of both factions of workers is 26.
-
- DETAILS:
- ---------
- These sections are furnished for players who wish to know a little more
- about the innards of the program. You don't need to read any of this to
- play the game.
-
- Starting positions: (in order of relative difficulty and increasing bonus).
-
- Clumps -- both sides start in tight clusters
- Edges -- both sides start along the border areas
- Random -- both sides distributed randomly
-
- The starting position determines the bonus factor applied at the end of the
- game. This varies from 25% for clumps to 75% for random.
-
- You also get a bonus based on the time it takes you to rid the world of
- pavers. This bonus is added to your base score, and then the starting
- position bonus is applied:
-
- final score = ( basic score + time bonus) * starting bonus
-
- Income, Maintenance & developed area costs:
- Most funds are calculated as a function of the difficulty level chosen. Once
- built, it costs income to maintain both your walls and floors, and the
- structures built by the pavers.
-
- Income is produced in the following relative order:
- hedgerows > trees > floors > hedges > bushes > clear > deep water
-
- Walls require maintenance, and windows about twice that of walls.
-
- Pavement and rubble account for development costs. Rubble is approximately
- 10 times as expensive as pavement. Thus, while you can use rubble to attack
- the pavers, it will cost you if you do not have planters nearby to turn it
- into flooring.
-
- Terrain and movement:
- ------------------
- Planters and pavers are controlled by probability, modified based on their
- current mode. They are most likely to move straight ahead, slightly less
- likely to move to either side. There is also a slight chance they will turn
- around. When they move to new terrain, the chances that they can modify it
- are based on their energy and the difficulty level. Thus a paver is quite
- likely to change a clear area to rubble, but less likely to change a hedge
- or tree. They have a reasonable chance to destroy walls, but only a small
- chance of reducing hedgerows.
-
- The movement algorithm is a combination of things. The algorithm looks
- at 5 squares -- forward & 2 on each side. Each is given an evaluation
- number. This number then has a random number added to it, based on
- direction. Thus if you're going forward it will be a random number between
- 1 and 20, if 2 to the left, a random number between 1 & 5. If all the
- evaluations are equal, then you will usually go straight, but there's still
- a chance to turn. The actual evaluations are variable too -- Eg, a paver at
- 30 or less, will try not to attack walls, looking preferentially for
- pavement. A paver at 60 and above will ignore pavement and attack walls and
- forests. The modes let you control some of these evaluations.
-
- CUSTOM MAPS:
- You can modify any of the maps, using an ascii editor. Each map must
- consist of 40 rows of 60 characters each. Each map must have a border of
- o's. Other symbols used are:
- - = window
- # = wall
- n = hedge
- h = large hedgerow
- @ = bush
- & = tree
- ~ = water
- = = deep water
- % = rubble
- b = pavement
- ' = planter floor
-
- You can also make new maps from scratch, and substitute them for existing
- maps by copying the old map to a temp file and renaming your new map.
-
- ***************************************************************************
- * REGISTERING SHAREWARE *
- ***************************************************************************
-
- Shareware is a means of distributing software. Under the shareware concept,
- software may be freely copied and passed along to others, or distributed
- through bulletin board systems or national networks.
-
- As a recipient of a shareware program, you may use the software for a short
- trial period to determine if it meets your needs. If the software is not
- suitable, then you can discard it. If you decide to use it, you must pay by
- registering. When you register a Cascoly shareware program, you receive:
-
- * A copy of the latest version of the program
- * A bonus of any other Cascoly program of equal or lesser value
- (see REGISTER.FRM for details)
- * A free introductory account on CompuServe including a private User
- ID number and password, $15 introductory usage credit, and a
- complimentary subscription to CompuServe Magazine, - a $30 value!
- * A minimum of 90 days online support via CompuServe or by
- telephone. Support by mail is also available, if accompanied
- by a SASE.
- * You will also receive bonus maps
-
- To register a program, enter the following command:
-
- COPY REGISTER.FRM LPT1:
-
- and the order form will be copied to your printer. Check off the program
- you wish to register, and check the program you wish to receive as a bonus.
-
- Cascoly Software is a member of the Association of Shareware Professionals
- (ASP). ASP wants to make sure that the shareware principle works for you.
- If you are unable to resolve a shareware-related problem with an ASP member
- by contacting the member directly, ASP may be able to help. The ASP
- Ombudsman can help you resolve a dispute or problem with an ASP member, but
- does not provide technical support for members' products. You can contact
- the ASP Ombudsman at P.O. Box 5786, Bellevue, WA 98006 or send a Compuserve
- message via easyplex to ASP Ombudsman 70007,3536