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- Conquest instructions V 1.0
-
- 1.0 Introduction
-
- In this game, you control an interstellar empire. You will decide
- which star systems to explore, which planets to colonize, whether to spend
- resources on technology, industrial development, or more combat ships.
- The relative sucess of your empire depends upon your decisions. The
- computer will be directing its own empire and will be competing with you
- for the best planets. Whichever of you has the greatest population at the
- end of the game, will be the winner.
-
- At any prompt, an 'H' command will list all possibilities for that
- context.
-
- 2.0 Starting out
-
- You will be asked to select a starting star system.
-
- You start out with 30 transports (full of population) and 35 industrial
- units (IU's) to spend. You initially can only buy ships or invest in
- technology.
-
- 2.1 Ships
-
- There are 4 types of ships within this game. They are listed below
- along with their cost in IU's :
-
- Name Cost Special characteristics
- ----------------------------------------------------------------
- Battlestar 75 Weapon factor 40
- Cruiser 16 Weapon factor 7
- Scout 6 Has unlimited range.
- Transport 1 Transport 1 unit of population.
-
- 2.2 Technology
-
- You can also invest in improving your technology. There are three
- different area which can be improved :
-
- Name Description
- -----------------------------------------------------------------
- Velocity This determines the number of units any ship can move
- in a turn.
- Range This determines the number of units a ship may traverse
- without stopping at a star system.
- Weapon This determines the effectiveness of weapons on ships or
- missile bases. The total weapon factor of a taskforce or
- planetary defense system is added up and multiplied by
- the this level.
-
- The amount of IU's necessary to advance to the next level varies and is
- displayed in the research summary.
-
- 3.0 Game turn
-
- The game is divided into 100 turns (maximum). Each turn, several things
- happen. These are as follows.
-
- 3.1 Movement
-
- Any task forces which have a destination are moved toward it by an
- amount determined by the level of velocity technology.
-
- 3.2 Exploration
-
- If any task forces arrive at a star system not previously explored by
- the player, it must be explored. Exploration involves some risk. Some
- ships may be destroyed during the exploration. The chance of this
- happening depends on the type of ships in the task force. The "best"
- ship will determine the exploration risk. (i.e. a task force with a
- crusier and transports is at lower risk than a task force with just
- transports).
-
- 3.3 Combat
-
- If any task force arrive at a star system where the computer has a task
- force, the forces fight till one or the other withdraws or is destroyed.
- The relative chances of each task force is determined by adding the weapons
- factor of all ships in the task force multiplied by the current level of
- weapons research.
-
- If any task force arrives at a star system where the computer has a
- colony, the task force may elect to try to conquer the colony. If the
- planet attacked has missile bases, the battle will be resolved in the same
- manner as task force combat.
-
- 3.4 Orders
-
- The commands possible at this point are as follows:
-
- 3.4.1 Blasting planets
-
- If a planet is in your control (either uninhabited, captured, or
- colonized) you may have the warships in the taskforce fire at the planet.
- This will eliminate some or all of the population of the planet and
- permanently reduce the population the planet can support.
-
- 3.4.2 Colony summary
-
- This will display a summary of the colonies currently under your control.
- The display has the following format.
-
- Example Description
-
- G4:60(46,/49) 1amb Star system G, planet 4, population limit
- 60, current population 46, current
- industrial production 49, one advanced
- missile base present.
-
- 3.4.3 Taskforce destination
-
- This will target the specified taskforce on a particular star. The star
- must be within the range limitation specified by the range research level.
-
- 3.4.4 Go on
-
- This will end this turn. All orders issued will take effect.
-
- 3.4.5 Join taskforces
-
- This command allows two or more taskforces to be combined into one.
-
- 3.4.6 Land transports
-
- If a taskforce contains any transports, and if it is in a star system
- with a planet which can support more population, the player can land
- transports on the planet and establish or enlarge a colony there.
-
- 3.4.7 Redraw maps
-
- This command causes the screen to be redrawn.
-
- 3.4.8 New taskforce
-
- This command allows a taskforce to be split in two.
-
- 3.4.9 Quit
-
- This command will terminate the game.
-
- 3.4.10 Research summary
-
- This command will update and display the current research levels.
-
- 3.4.11 Star summary
-
- This command will display a summary for the requested star systems. The
- display has the following format :
- Example Comments
-
- ----- star N ----- Star system designator
- TFa 1c Task force a - 1 crusier
- 1:10 No colony Planet 1 - no colony
- 4:60(46/49) 1amb Planet 4
- 60 population limit
- 46 population units
- 49 industrial units
- 1 advanced missile base
-
- 3.4.12 Taskforce summary
-
- This command will display a summary of the requested taskforces. This
- display has the following format.
-
- Example
-
- TFa:N( 1, 4) 1c
- TFb: ( 1, 5) 1s R7
- TFc: ( 2, 4) 1s M1
-
- Line# Description
- 1 Task force a, location star system N, coordinate (1, 4),
- contains one crusier.
- 2 Task force b, coordinate (1, 5), contains one scout,
- destination star system R, arrives in 7 turns.
- 3 Task force c, coordinate (2, 4), contains one scout,
- destination star system M, arrives in 1 turn.
-
- 4.0 Production turn
-
- Every four game turns, each planet delivers its industrial production.
- This production can be spent on a number of different things. The command
- line for this mode has the following format.
-
- Example Description
-
- 63? 63 IU's remain to be spent for this planet
- G4:60(60,/63) 1amb Star system G, planet 4, population limit 60,
- current population 60, industrial production
- 63, one advanced missile base present.
-
- As you spend IU's, the amount remaining will be reduced. If you buy
- missile bases or invest in industrial production, the colony line will
- reflect the change. If you purchase ships, a task force will be created
- and displayed below the colony line. If you spend IU's on research, those
- research categories will be updated.
-
- 5.0 Ending the game
-
- There are 3 different ways to end the game.
-
- 5.1 Quitting
-
- You can quit at any orders prompt. If you do, the current total
- populations will be displayed and the computer will declare itself the
- winner no matter which of you is ahead. (after all, it didn't quit).
-
- 5.2 Overwhelm an opponent
-
- If at any point during the game, you or the computer has greater than
- eight times the population that the other has, the game is ended and the
- larger population is declared as the winner.
-
- 5.3 100 turns
-
- At the end of 100 game turns, the larger population is declared the
- winner.
-
- 6.0 Credits
-
- Amiga port by Bob Shimbo, orginal author unknown.
-
- This game started life on a UNIX system at Bell Labs. It was ported to
- CP/M 80 by a Scott Kamin. The manual was thrown together in an
- afternoon. (Typos and corrections welcome).
-
- You can reach me through Compuserve (UID 70260,231) or TBBS of colorado
- (303)-693-4735.
-
-