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- LORDS OF THE REALM DEMO -- INSTRUCTIONS
- ---------------------------------------
-
- Welcome to Lords of the Realm! In this playable demo,
- you'll be able to try many of the features of Impressions'
- new medieval simulation. But before we go into what you can
- do, let's start with a list of what the demo CAN'T do:
-
- * You can only play for a limited number of turns; the game
- will automatically end after several YEARS of play.
- * In this demo, you can only control TWO counties (of the
- thirty-two on the map); if you try to capture a
- third, a message will appear claiming that it is "too far
- away" for you to rule.
- * Games cannot be saved or loaded in this demo.
- * Castles cannot be designed or built in this demo. In the
- full game, unique castles can be designed and built using
- over a dozen types of castle-components, and historical
- castles can be constructed in your counties.
- * The Siege screens are not present in this demo (as there
- are no castles to siege!). The full game includes a turn-
- based siege simulation.
- * For space reasons, some of the battle graphics have been
- removed, so the colors of the two armies in a battle will
- NOT match the colors of two opposing sides.
- * This demo only supports Sound Blaster-compatible cards
- that are set to the default settings (Address=220,
- IRQ=7). If your sound card is set differently or is not
- Sound Blaster-compatible, the demo will run but no sounds
- will play. (The full version of the game supports other
- sound cards and settings.)
-
-
- INSTALLING AND RUNNING THIS DEMO
- --------------------------------
- If you're reading this, then you should have already
- decompressed this demo and are ready to play. To start the
- demo, simply type LORDS.
-
- Lords of the Realm requires 640K conventional memory; it
- requires between 580K-590K of it to run. The game can also
- use XMS memory to make it run faster.
-
-
- BRIEF TUTORIAL
- --------------
- The rest of this document is a brief tutorial for trying out
- the game, it will take you step-by-step through the most
- important aspects of gameplay. The best way to use this
- tutorial is to print it out, and read it as you first play
- the game.
-
- SET UP YOUR GAME
- When you begin a new game, a series of setup panels will
- appear. Set them as follows:
-
- * Select START A NEW CONQUEST.
- * Set ECONOMY LEVEL and WARFARE LEVEL to Novice and LIMITED
- VISIBILITY to Full.
- * Set the number of human players to One.
- * The next screen shows six shields, each a different color,
- and a rectangular box. Type a name for yourself in the
- box, then pick the color that you want to represent you in
- the game.
- * The computer will display a roster of the six players,
- showing the color of each and the order in which they will
- play. The five computer opponents you will face each have
- different attitudes and personality which will affect
- their actions. When you are done reading the player
- roster, right click to end the set up and begin playing.
-
- YOUR FIRST TURN
- Lords of the Realm begins at the end of the spring season in
- the year 1268 A.D. Each turn represents a season of the year
- (three months of time); during each turn, you will view the
- events that happened in your lands in the season just past
- and make plans for the season which will follow.
-
- The first screen you will see after you complete the game
- set up will be the MAP OF THE REALM, which is an overview of
- the entire game map. Find the county with your own flag in
- it (your flag will be the same color as the shield you chose
- during setup.), place the scepter over it and click. This
- will take you down to the first of the two action levels of
- the game: the Kingdom level.
-
- THE KINGDOM MAP
- When you first move to this screen, you will see a banner
- appear telling you which season has just passed. If you are
- not the first player on the turn roster, you may have to
- wait a few moments while the nobles who are ahead of you
- make their moves. You can tell who is acting by watching the
- box in the lower right corner of the screen, which will
- change to display the name of the current player. The shield
- icon just to the left of that box will also change to show
- the current player's shield.
-
- On the Kingdom Map, you should be able to see your county,
- with its borders marked in gold and one or more tan roads
- running through it. Somewhere on one of the roads should be
- the town cross, shown as a small building with a cross on
- top and your flag flying beside it. (A town cross without a
- colored flag shows a neutral county, uncontrolled by any of
- the nobles.) This is the point which must be reached and
- conquered in order to seize control of the lands. As soon as
- possible, you need to raise an army to defend your town
- cross and keep one of the other nobles from taking your
- county, but you can't do that right now because your county
- is too poor. (However, it is unlikely that your enemies will
- reach you before the demo ends, so you are fairly safe.)
-
- Much of your county will be covered with wild grass and
- possibly forest, but near the town cross will be sixteen
- fields, the tilled lands that support the people living in
- that county. You can also see a small house somewhere in
- the county, which represents the people living there. As the
- population of the county grows, more houses will appear.
-
- By moving the scepter to an edge of the screen, you can
- cause the Kingdom Map to scroll in that direction to reveal
- more of the Realm.
-
- ON THE COUNTY LEVEL
- To get to the County Level, place the scepter anywhere
- within the borders of your county on the Kingdom map, and
- click.
-
- First, the Event panel will appear, to tell you what unusual
- event happened in your county last season (if any) and let
- you know what the weather was like. Click any mouse button
- on this panel to make it disappear and bring up the General
- county screen.
-
- The General county screen is the first of six screens
- available on this level. At the right edge of the screen are
- seven icons, one for each of the screens, plus the last one,
- which is the Doorway icon that will take you back up to the
- Kingdom level. On many of these screens there is a colored
- border that indicates the season which is ending: light
- green for spring, green and gold for summer, gold and red
- for autumn, and blue and white for winter.
-
- On the General screen, notice the name of your county, plus
- the season and the year, shown at the top. Just underneath
- that are three very important statistics: the Population of
- the county, the Happiness of the county, and the Health of
- the county. YOUR FIRST AND MOST IMPORTANT OBJECTIVE IS TO
- GET ALL THREE OF THOSE STATISTICS TO AS HIGH A LEVEL AS IS
- REASONABLY POSSIBLE.
-
- Population is shown as two numbers; the first is the current
- number of people in the county, and the second the change in
- population since last season (in black if the population
- increased, in red if it decreased.). Current Happiness in
- the county is shown in hearts, on a scale from zero to
- forty, with forty being the best. As with population, the
- change from last season is shown after the current rating.
- Current Health is shown just below Happiness, and is rated
- on a scale from Diseased to Perfect Health.
-
- FEAST OR FAMINE?
- First, you need to set the ration level for your population.
- If you set a lower than normal ration, your population will
- grow more slowly (or possibly even shrink), your people will
- become less healthy over time, and their happiness will
- drop. If you set a higher than normal ration level, all
- these things will increase, but your food stocks will drop
- more quickly. Your ration level should already be set at
- Normal; if not, find the pair of up and down arrows in the
- lower middle section of the General screen and click through
- the selections until you find the right one.
-
- For this tutorial, your people are going to farm some cows
- and grow some grain. Your county will probably begin with
- some of each type of food: a few head of cattle, some sacks
- of grain, and a small flock of sheep. Since you don't plan
- to raise sheep, you will want to eat the sheep and save as
- many cows and sacks of grain as you can.
-
- In the middle of the General screen is a tricolor sliding
- bar you can use to determine what kind of food (grain,
- sheep, or cattle) your people will eat during the next
- season. Click and drag the borders between the colored
- sections to adjust their sizes until as much of the bar is
- blue as possible. If there are enough sheep, you may be able
- to fill the entire bar with blue. If not, make the blue
- section as large as you can, and then fill the rest of the
- bar with green, for grain.
-
- Below the slide bar is a small table which will show you
- exactly how your food stocks will be used in the next
- season. The third column, Eat, tells how many cows, sheep,
- or sacks of grain your people will eat at the current ration
- level and food bar setting. The first column is how many of
- each you have available, and the second column is how many
- you will have left over after the next season ends. Check
- and see whether or not there will be any sheep left, and
- remember this. (You'll want to know for the next section.)
- Notice that under this table is a display showing how many
- people can be fed solely on the dairy produce from your
- cattle herd; this food is always automatically eaten first,
- and does not appear on the bar.
-
- FIELDS AND FLOCKS
- Go to the Fields screen by clicking on the Fields icon in
- the column at the right of the screen (second icon from the
- top.) You will see all the county's fields displayed with
- the various crops (sheep, cattle, or grain) pictured.
-
- Fields appear in one of four states: farmed, fallow, barren,
- and weather-damaged.
-
- * FARMED fields are those which are producing food for your
- peasants, either sheep, cattle, or grain.
- * FALLOW fields show wild grass in the field square. These
- fields are being left unplanted to rest and regain
- nutrients to keep the field fertility high.
- * BARREN fields are shown as rocky bare ground. These fields
- are not good for farming and nothing can be grown on them.
- A barren field can be made fertile again over time by
- assigning serfs to fertilize them and dig up rocks.
- * WEATHER-DAMAGED fields will appear either flooded or
- drought-stricken. If you have the game's economy setting
- on the lowest difficulty level, you will not see these
- often, if at all. A damaged field is temporarily barren
- until the weather changes.
-
- Underneath the fields squares, to the left, is a display
- showing you the current fertility level of your fields. The
- number of animals displayed in each field box will change as
- the number of total animals in the herd changes.
-
- For the first year, you are going to farm one field of cows
- and two or three of grain. TO REASSIGN A FIELD TO A NEW
- CROP, click on the field you want to change and a panel will
- pop up offering you a choice of grass (fallow), cows, sheep,
- or grain. Click on the new type of field that you want.
-
- Under the fields, at the left side of the screen, is a table
- you can use to allocate labor to your fields. The Now column
- shows how many men are assigned to each of four tasks:
- farming sheep, farming cattle, working the land (Serfs), or
- growing grain. If the number in this column is shown in red,
- more men are needed to get the most benefit from those
- fields. The number in the Need column shows how many men are
- optimal for each task. If there are enough men Idle (shown
- at the bottom of the table), you can make the Now column
- match the Need column by clicking on the Need number in each
- row.
-
- Use the arrows to set the Now value for each row equal to
- the Need value, if you have enough men. If there are men
- left over, and you have one or more barren fields, assign
- all the extras to Serf duty. They will begin to work on
- reclaiming the barren fields (this will probably take more
- than one season.) If you have no barren fields, leave the
- men idle for the time being.
-
- The demand for labor in your fields will change from season
- to season, so you will need to return to this screen every
- season for the first few turns to make sure everything is
- being tended to properly. Note that it is possible to have
- the optimal number of men assigned to tend the cattle and
- still have a net loss of cattle for the season. If you
- decide to put more fields into grain, change them after the
- winter, as the grain is sown in spring. Remember that if the
- current season is winter, you are making decisions for the
- NEXT season, spring.
-
- CHECK SUPPLIES
- Next, click on the icon for the Trade screen, which is
- fourth from the top of the icon column and shows two men
- shaking hands. From this screen, you will be able to trade
- goods with merchants when they come into your county. There
- will not be any merchants in any of the counties during the
- first turn -- they will gradually arrive from overseas until
- all twelve of them are in the realm. Even without a merchant
- around, however, you can use this screen as an inventory.
- Under the boxes picturing each type of goods (cattle, sheep,
- grain, wool, ale, iron, stone, timber, and weaponry/armor)
- is a small number saying how many units of that commodity
- you have available.
-
- END YOUR FIRST TURN AND START YOUR SECOND
- From any one of the county screens, you can click on the
- Exit icon (last in the column, the Doorway) to return to the
- Kingdom Level. Once there, click on the shield icon to end
- your turn. You will see the shield change as each of the
- other players completes his or her turn. When the end of the
- roster is reached, the season will change, and the playing
- will continue until it is your turn once again. You may get
- a message from one of your rivals at the start of your turn.
-
- When it's your turn, return to the county level in your
- county. You will want to play through several turns at this
- point while simply keeping an eye on your population and
- food stores. Check the trade screen again each turn to see
- if a merchant has arrived in the county.
-
- BARTER AND BANTER
- You can tell when a merchant arrives in your county by
- watching for the little peddler's wagon which will appear at
- the town cross on the Kingdom level or on the Map of the
- Realm. When a merchant finally arrives, buy as much grain
- from him as you can afford; click on the price in the Buy
- row under the picture of the grain sheaves, then use the up
- and down arrows in the pop-up panel that appears, then press
- the "thumbs-up" icon.
-
- You can also click on the button marked Gossip? to see if
- the merchant has any interesting news from other counties.
-
- THE TREASURY
- To check on your current funds and adjust tax rates, you
- need to visit your Treasury. From the Kingdom level, click
- on the icon at the bottom of the screen which shows a group
- of gold coins (third icon from the left.) The Treasury
- Screen will appear. In the top right corner of the screen
- is the phrase Seasonal Tithe and a set of up and down
- arrows; this allows you to set the tax rate for all your
- peasants. It is set at the start of the game at a reasonable
- rate, but you may want to experiment with it. When you are
- finished, right click to exit the screen and go back to the
- Kingdom map.
-
- DEFEND YOUR LANDS
- When all your fields are fertile, your people are well-fed
- and fairly happy, and your population is above 800, you can
- risk raising a 50-man peasant army to defend your county's
- town cross. To create an army, go to the Create Armies
- screen on the county level by clicking on the Knight icon
- (fifth from the top of the icon column). If there are
- mercenaries available in the county for you to hire, a panel
- will pop up telling you about them; click past this as you
- probably won't have enough money for them. Use the arrow
- buttons next to the different fighter-types to build your
- army (until you buy or build arms, you will only be able to
- select peasants), and select "Raise this Army" to confirm
- your selections.
-
- When you return to the kingdom map, you will see a small
- figure of a knight standing next to the town cross,
- representing that army. Move him on top of the cross so he
- can defend it if trouble comes; click on the Move Army icon
- (pictured as a knight and an arrow), select the army, then
- move the pointer over the town cross and click.
-
- CONTINUING THE GAME
- In further turns, you will want to continue as you have
- been, tending to your county and trying to keep it healthy
- and growing. If, while you are on the Kingdom level, you
- see the pointer change to an animated gold lion on a brown
- shield, it means that an army is marching somewhere on the
- map; click the right mouse button, and the map display will
- jump to show you the army that is moving. Another noble's
- army will appear as a knight marked with the noble's color;
- an army of outlaws peasants will appear as a peasant
- carrying a torch. (When peasant armies are moving, the
- shield icon at the bottom of the screen will display a brown
- shield with a pitchfork instead of a noble's shield.)
-
- After you create an army, if you still have extra men
- available who aren't needed to farm, you can put them to
- work producing iron (for making armor), or stone and wood
- (for building castles). You do this by selecting the Labor
- icon on the County Screen (third from the top -- shows a man
- hoeing). For this tutorial, use the slider bars on this
- screen to put any extra men on duty mining iron -- you can't
- build castles anyway. The small bar to the right of the
- labor bars will fill in slowly with red; when it is filled,
- a unit of goods has been completed. When you have iron, you
- can assign armorers to convert it into weapons.
-
- As the game progresses, your treasury should increase and
- your peasants should start producing useful goods. At some
- point, you will want to send your armies out to take over
- other counties and expand your power base. If you are
- managing your county well, other counties may offer
- themselves up to your rule the moment your army crosses
- their border. In other cases, you may have to march your
- army to the town cross and take it (see below).
-
- MARCHING TO BATTLE, AND THE BATTLE SCREEN
- Whenever two armed forces meet, or you attempt to capture a
- neutral county's town cross, a ground battle may take place.
- Any time a ground battle begins, you can have the game
- automatically compute the battle results, or you can direct
- the battle yourself in detail. When you choose to take
- charge, you will be taken to the Ground Battle screen.
-
- Most of this screen is filled by the battlefield display
- itself. The terrain is mostly grass, but there are marshes
- which can slow your army's progress and hamper their
- fighting ability if you march into them. The battlefield is
- a scrolling display which is twice the length and width of
- the area you can see, so either set of troops may not be
- visible when the screen first comes up. To scroll the field,
- move the mouse pointer to the edge of the screen in the
- direction you want to move.
-
- Both sets of troops are marked with different colors. Each
- army is organized into groups, and each group is represented
- by a number of small human figures armed with the
- appropriate weapons (peasants are armed with pitchforks).
- Each group can be directed individually during the combat.
- Each single figure represents a number of men.
-
- At the left edge of the screen is the information column.
- The box at the top of the column shows you how many men each
- figure represents, displays the shields of the two
- combatants (unallied peasants or outlaws have a brown shield
- with a pitchfork), and shows the total army size of each
- side under each shield. Under the shields are eight icons
- which allow you to control your army:
-
- * RANK/COLUMN: Changes the formation of the selected group
- from a horizontal line to a vertical one and back again.
- * HOURGLASS: Starts and stops the battle. (See below.)
- * MOVE ARMY: Lets you direct a group's movement. (See
- below.)
- * ARCHER: Lets you designate targets for any group with
- missile weapons. (See below.)
- * BATTLEFIELD: This changes the scrolling battlefield
- display to an overview. Click on a part of this screen to
- zoom to that location on the battlefield.
- * FACE: This four-way toggle can be set to show the
- following things for each unit: troop type, morale, number
- of men, or nothing.
- * SOLDIER WITH FLAG: Orders your army to retreat and ends
- the battle.
- * HANDS WITH FLAG: Allows you to offer quarter (mercy) to
- the enemy.
-
- When a battle first begins, no troops are moving. You can
- move around and survey the field at your leisure, then issue
- your orders. When you are ready, you can click on the
- hourglass icon and time will progress, and your men will
- begin to follow your orders. Whenever you wish to change
- your orders, you can either click on the hourglass again and
- stop time passing while you act, or simply issue them while
- the battle is raging.
-
- To give orders to your troops, you must first select a group
- by clicking on it, which will cause your flag to appear as a
- marker on that group. To direct that group to move in a
- certain direction, click on the Move Army icon, and the
- mouse pointer will change to a dagger. Click again on the
- position where you want your soldiers to go. Soldiers
- wielding hand weapons can be targeted at an enemy group by
- simply moving them up to the group you want them to attack.
-
- Soldiers with missile weapons (crossbows or longbows) are
- moved in the same way, but to assign them a target you need
- to select a group and then click on the Archer icon. The
- mouse pointer will change to the dagger; select a target
- group of the enemy as above and click. Your archers will
- then fire their weapons at the target group, as long as that
- group is in range.
-
- You can select more than one unit at a time to move or to
- aim, and can deselect any chosen unit by clicking on it a
- second time. If you select multiple units, they will all try
- to go to or attack the same place (be sure that there is an
- army there for them to attack).
-
- You can order a retreat or offer quarter to the enemy at any
- time by clicking on the appropriate icon, although you may
- suffer some casualties during a retreat. If the size of your
- army becomes too small before a retreat is called, the
- casualties taken during the retreat may wipe the army out
- entirely and cause it to disappear from the map. If the
- retreat causes your army's morale to drop to zero, the
- entire army may rout, which will also cause it to disappear.
- Mercenaries always leave an army after a retreat.
-
- When the battle is over, a summary screen will appear
- telling you who won and what casualties were suffered. Right
- click to exit this screen and go back to the kingdom map.
-
- ENDING THE GAME
- If you wish to leave the game, you can exit from the
- scrolling map by pressing ALT-X.
-
- ---------------------------------------
- Copyright (c) 1994 Impressions Software
-