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- Ports of Call 2.0TM
- The Maritime Simulation Game
-
- (C) 1994, Rolf-Dieter Klein, Martin Ulrich
-
- from
- Rolf-Dieter Klein
- Martin Ulrich
-
- Graphics from
- R.E. LaBarre
- J.D. Sachs
-
- Additional Graphics from Worldview(TM) & Majestic Places(TM)
- MediaClips:
- Photos: David K. Brunn, Tom Atwood
- "(C) Copyright Aris Entertainment, Inc., 1992"
-
- Ports of Call (C) 1994 Rolf-Dieter Klein und Martin Ulrich
- ===========================================================
-
-
- About the Game
- --------------
-
- A Background on Tramp Shipping
-
- The traffic of goods by sea is organized in accordance with international
- agreements and contracts between individual countries. About 80% of the
- goods (called "cargo volume") transported between two countries is handled
- by ships registered under the flags of the countries concerned. The
- remaining 20% are open to the free competition of ships under other flags.
- These ships, called "tramp" ships, are usually prepared to transport all
- kinds of goods. This aspect of the shipping business is the focus of Ports of
- Call.
-
- Whether a tramp ship owner makes a profit depends upon: on the one hand,
- the laws, regulations and subsidies of his country, and on the other, the
- rules of supply and demand. If, for example, there has been a good coffee
- harvest, coffee prices will drop, and since there is a lot of coffee to be
- shipped, the freight charges will rise. Now, if a lot of owners start to
- compete for the business, the freight capacity will start to increase, with a
- consequent drop in freight rates.
- If the coffee harvest was bad, the freight rates will drop even though the
- coffee price has risen, because the shipping capacity is now in excess.
-
- If the business is exceptionally poor, it may be necessary for the ship owner
- to temporarily lay his ships up. In this situation, the ships cannot be sold
- profitably because the ships' prices have dropped (supply and demand).
- Also it is not economically viable to operate the ships because the income
- nowhere covers the overhead_fixed costs, such as maintenance and finance,
- still have to be earned. This is now the time to buy good, used ships at a
- low price. Apart from the economic aspects, life aboard a tramp ship can be
- pretty exciting and that's no "old sailor's yarn"!
-
-
-
- The Object of the Game
-
- Each player founds his own shipping company, with a starting capital of $4
- million to buy ships. Freight and ports of call can be chosen continuously
- from offers on the market. Then the captain chooses an economic travelling
- speed and casts off to encounter many adventures on the high seas.
-
- After unloading his cargo, the captain is credited with the agreed payment.
- Then he may refuel, make necessary repairs, and so on. The next job is to
- find a new, lucrative cargo, buy further ships, and/or repay his mortgages;
- in other words, he must have a more productive company than his
- competitors.
-
- The strategy of the game is flexible. A rogue will try to make a quick buck
- by using cheap ships and juggling the freight rates to force his competitors
- into bankruptcy. The careful player, in contrast, will build a solid financial
- foundation. The superior speed of his high-tech fleet will enable him to
- snap up the more lucrative contracts.
-
- Any strategy is deemed to fail if you don't have a good captain to bring your
- ship across the world's stormy seas.
- The formulas for ship movement have been calculated so that ships respond
- to changes in speed and movements of the rudder as in the real world. It is
- recommended that the beginner does not start with ships that are too large.
- These are slow to respond and, as such, require a more experienced captain.
-
- The ship's movement at sea is accelerated. The captain, however, must
- select the correct speed. Fuel consumption depends on the time at sea and
- the weather conditions. Determination of the economic travelling speed
- depends on fuel prices and freight rates. Hence, you can see that a captain's
- decisions also have an influence on the success of the company.
-
- The credit rating of an enterprise is very dependent on its social status. The
- more ports served by a line, the higher the status. And an owner who is
- operating modern, expensive ships has a naturally better standing than the
- owner of a rusty, floating wreck. The captain's conduct also affects a
- company's credit.
-
- A player's chances of success improve the more he knows about
- international shipping. All data for the game originated from actual
- developments in the maritime world: the fluctuation of freight rates,
- refueling costs, port charges, and ship operating costs. The ship operating
- costs include amounts payable for tax, management, crew expenses, safety
- precautions, and other costs_these vary significantly from country to
- country. These general costs are calculated for each individual ship and are
- reduced in accordance with the subsidies, tax reductions, etc., that are valid
- in the country of registration. The accounts are then automatically debited
- periodically, without on screen display to the owner.
-
- Ship prices are the same for all ship owners. However, in reality, ship
- building is subsidized differently in each country; therefore, a
- compensatory figure is included in the basic costs.
-
- In summary, Ports of Call has been developed with this motto in mind:
- "Software with Hard Facts."
-
-
-
- Getting Started
- ---------------
-
- What You Need to Run Ports of Call
-
- IBM PC-Version: Ports of Call will run on any of the IBM PC and fully
- compatible family of computers with grafic adapters compatible to
- Standard-VGA, provided you have a minimum of 640kB of RAM and run
- DOS 3.2 or higher.
-
-
- To start :Ports of Call
- -----------------------
-
- Power up your system and boot with your systems disc.
- Mouse users will have to activate their mouse drivers (if this was not
- done automatically when booting. Please consult your systems manual).
- Insert the Ports of Call disc and enter POC (5 1/4"-users start with disc
- A)
- Answer the few and friendly questions about your sound preferences (we
- suggest: external sound or none).
- 3 1/2" users may now begin. 5 1/4" users please insert disc B.
- Mouse users will need the left and right mouse buttons only. The center
- button will not play.
- Keyboard fanatics, cats and everybody elso who doesn't like mice, please
- refer to the Appendix with a list of keyboard commands.
-
- Personalizing Your Program
- --------------------------
-
- Ports of Call 2.0 gives you one hour of free demo time. In the unlikely
- event of dissatisfaction with the programme, please give it to somebody
- else. Do give away as many copies as you like or even better as you
- possibly can. After one hour of playing time, Ports of Call 2.0 will aks you
- to register. Please enter your name, city of residence and your personal
- serial number when prompted.
- The serial number is on the disc sleeve if you have bought the full version.
- If you have downloaded the programme from a network or have been given
- a disc or copied it from a friend, you will have to purchase a serial number
- before you are to continue enjoying the game. Please use the registration
- form (the file name is "Register.txt", please load it into your word processor
- to fill it out) and e-mail, fax or mail it to us. After receipt of payment, your
- serial number will be forwarded instantaneously.
-
-
-
- Playing The Game
- ----------------
-
- After you start the game, a requestor will appear asking you to choose the
- desired time duration of play. You have options of selecting 1 hour, 2
- hours, 3 hours or until the game is over. If you play a timed game and you
- reach the time limit, you are given the option of continuing play or quitting.
- After selecting the desired time duration, select OK.
-
- Next, a requestor will appear asking you to select the degree of playing
- difficulty. You will be presented with three options: Beginner, Expert and
- Genius. If you are new - to the game, select Beginner, then select OK.
-
- A requestor will then appear asking you to choose the number of players.
- You can enter up to four. After entering the number of players, select OK.
-
- The registration form requestor will appear asking you to fill out the ship
- Captain's name and the name of the shipping company. Click with the
- Selection button inside the Name drawer, type your name and press
- RETURN. Then type a name for your fictional company and press
- RETURN. Select OK.
-
- After registering, you must choose a home port. Select any of the 28 ports
- listed and select OK. A screen will then appear with a picture of the globe,
- showing you the location of your port. Select go on to continue. The entire
- registration and port selection process will be repeated for each player.
-
- After all players are registered, the World Simulation Display will appear.
- This is the main screen of the game, where all action starts and stops.
-
-
- The Ports of Call Menu Bar
-
- You can see the Menu Bar when you press the Menu (right) mouse button.
- To choose a menu item, put the cursor on the Project heading and move it
- down until the item you want is highlighted. Release the Menu button and
- that item is chosen. The Project menu includes:
-
- About..., which brings up a window containing copyright information
- and the version number. Free Memory measures (in bytes) how much
- memory is currently available.
-
- Load will bring up the storage requestor so that you may load a
- previously saved game to resume play.
-
- Save will save the current game you are playing, provided it has already
- been named; otherwise, the storage requestor will appear so that you may
- enter a filename and directory.
-
- Save As will bring up the storage requestor allowing you to specify any
- drive or directory and filename to save the game to. After selecting Save
- As..., type the name of the game in the filename box and the directory you
- want to save it to in the drawer box and then select OK.
-
- Manual You have found it all on your own, as you are reading it right
- now. To print it, please load the file "Manual.txt" into your word processor.
-
- If necessary, you can abandon play by choosing Quit. Then a requestor
- will appear asking if you really want to do this for sure. Select OK to quit,
- CANCEL to resume play. Upon quitting the game, you will be shown
- which player has been most successful.
-
-
- The World Simulation Display
-
- The Simulation Display shows a map of the world on which the ships of all
- ship owners are shown_you must buy a ship before you can see it.
- Individual ships are displayed in the company colors. A ship will blink
- several times when activity is expected. The numbers in rectangular boxes
- represent the wind strength (on the Beaufort scale) for weather systems
- calculated by the global weather simulator.
- The higher numbers indicate storms.
-
- The ACTION gadget in the lower left corner is labeled START. If you
- select it again it will change to STOP. Selecting START allows the
- SIMULATION ELAPSED TIME gadget to continue and the game to
- proceed. Selecting STOP freezes the time gadget, allowing the player to
- conduct business away from the ship.
-
- The SIMULATION ELAPSED TIME gadget contains a simulated 24-hour
- clock and boxes representing days. The passing of weeks and years are
- shown underneath.
-
- The window in the lower right corner continuously displays the realtive
- wealth of the shipping companies. The columns are kept in the shipowners
- colors. The numbers display the status points of the corresponding shipping
- company. The leader is the company with the highest status.
-
- You must select STOP before you can select any of the gadgets on the right
- side of the World Simulation Display: GLOBE, OFFICE and SHIP
- BROKER. Selecting SHIP BROKER brings up a requestor showing the
- current ship owners' company names with buttons next them. When you
- select a button, a screen will appear showing you an elevator. The elevator
- has five floors from which to choose, where you can buy or sell ships and
- get information about the ship market.
-
- Selecting OFFICE also lets you select a company name to take you into
- that company's office. This is where your books are kept, statistics are
- analyzed, mortgages and bank overdrafts are applied for and repaid, profit
- and loss statements are prepared and business developments are kept track
- of. You can also change the location of your home port from within your
- office if you think it is more economical to operate under a different flag.
-
- Hint: Checking your office periodically will prevent theft.
-
- Selecting GLOBE allows each player to determine the location of his ships,
- the ship's route and Estimated Time of Arrival (ETA). These details are
- recorded on the Globe, which can be rotated into any viewing position
- when you hold the Selection (left) mouse button down on the rotation
- gadget in the coordinate system and drag it to a new positions while still
- holding down the Selection button.
-
- After all the ship owners have bought their ships, select START. The map
- will blink the ships in the owners colors to signify an activity will occur.
-
-
- The Port Display
-
- You will now be presented with a screen showing the captain's cabin_you
- can see your port through the porthole. The chalkboard contains
- information regarding the city and country of your port. The captain's log
- lists the last port visited, cargo, profits, bank balance, ship condition and
- available fuel (in tons). The clipboard contains options which you can
- activate by selecting them.
-
- Repairing Your Ship
-
- If you have bought a used ship, chances are that it needs a little minor
- repair. After selecting REPAIR, you will be presented with a requestor
- showing you the damage and repair status of your ship. You can select the
- level of repairs you want or can afford.
-
- Refuelling Your Ship
-
- To refuel your ship, select REFUEL. This will bring up the refuelling
- screen, where you can select how much fuel to put in your ship. By clicking
- the select button on any of these buttons: 25%, 50%, 75% or 100%, the
- fuel will rise in the tank to that level.
-
- Chartering Your Ship
-
- Selecting CHARTER allows you to choose where you will go next and
- what type of cargo to carry. Every port has different types of cargo_some
- worth a lot more than others. To determine the best cargo, click on the
- various destinations and available cargoes to determine the most lucrative
- charter.
- Time freight is an option that appears to be extremely lucrative. Do start
- this business carefully, as the program takes into account the actual average
- waiting time outside the ports (as stated in the UN shipping statistics).
-
- Hint: Some dangerous cargoes do affect the ships condition.
-
- Laying Up
-
- Laying up means to anchor your ship for a short time. You may want to
- wait until the laws of supply and demand command a higher price for your
- cargo. As a ship owner, it may become necessary to temporarily "lay up" the
- ship for a week or so, because it is not economically viable to to operate the
- ship when the income doesn't cover the overhead.
-
- Loading Your Cargo
-
- When you are ready to embark, select LOAD CARGO, then select OK. The
- screen will turn blank indicating an action is taking place and you will
- return to the World Simulation Display. Your ship will appear in your
- company color. When it blinks on and off, you are ready to navigate
- through the harbor on the way to your port of call.
-
-
- Navigating Your Ship
-
- Navigation is the most important aspect of being a successful Captain. The
- ship must be maneuvered in and out of different harbors and oftentimes
- through difficult obstacles.
- The Navigation Control Panel is made up of the following components: the
- Power Regulator, Speed Indicator, and Rudder Regulator (see Figure 3).
- Each one must be mastered to successfully navigate your ship.
-
- The Power Regulator
-
- The power regulator functions similar to a gas pedal in a car. To go faster,
- hold the select button down and drag the speed regulator up to go forwards,
- and down to go backwards.
- Actual ship acceleration is simulated, so it takes time to gain speed. With
- the regulator positioned in the exact center (represented by a horizontal
- line) the ship's engine is at idle.
-
- The Speed Indicator
-
- The speed indicator is represented by a small horizontal line directly to the
- right of the power regulator. It functions similar to a speedometer by
- showing you how fast you are moving.
- If your ships speed is high, you have a lot of momentum and it will take
- longer to slow down or change direction. Beginning ship captains should
- take time and experiment with the navigation control panel until they are
- famlllar with maneuvering techniques.
-
- Top: Transverse Thruster (available only on more
- expensive ships)
-
- Below: Speed Indicator
-
- Right: Power Regulator
-
- Bottom: Rudder Regulator
-
-
- The Rudder Regulator
-
- The rudder regulator is identical to a steering wheel. When the ship is
- moving forward, dragging it to the left will turn the ship left and dragging it
- right will steer the ship right. When the ship is traveling backwards it
- functions the opposite.
-
- Entering a Harbor
-
- The goal when entering a harbor is to safely dock your ship and park it
- inside the blue target shaped like an arrow (called the berth). The front of
- the ship must be pointing in the same direction as the arrow to successfully
- dock the ship, and the ship must be motionless and parallel to the dock
- inside the blue target (this gets you a status point with every new port you
- master). The hourglass represents how much time you have to accomplish
- this. You can use tugboat assistance if you feel it is too difficult, but tugs
- cost you a lot of money. If you are low on funds, you will be forced to steer
- by hand.
-
- Leaving a Harbor
-
- You successfully leave a harbor by navigating your ship through the blue
- target window. You aren't penalized for exiting backwards. The goal is to
- safely exit without crashing or going beyond the time limit shown in the
- hourglass. You can use tugboat assistance if you feel it is too difficult, but
- tugs cost you a lot of money. If you are low on funds, you will be forced to
- steer by hand.
-
- On the Open Sea
-
- When you have successfully left the harbor, a screen will appear containing
- information on your destination, freight on board, distance to travel (in
- nautical miles), and the deadline for delivery (if any). Also, you may choose
- your traveling speed (in knots). Remember, the higher the speed, the more
- fuel is consumed; on the other hand, a long joumey results in a high total of
- fixed operating expenses. After making your choices, you must challenge
- the cold, cruel sea_you may STOP ACTION at any time during the voyage
- to catch up on office work, buy ships, and so on. Bon Voyage!
-
- And the Winner Is...
-
- When the game is over, the Ranking List will appear. The winner is
- determined by who has the highest status. If it's a tie score, the assets are
- taken into account.
-
-
- Appendix:
- ---------
-
- Keyboard-users guide to the wonderful world of
- Ports of Call keyboard commands.
-
- Principally you say OK, when entering CR (as in Carriage Return).
-
- For a Yes you enter Y or CR.
-
- Cancel is said by pressing C or ESC or N, as in "no".
-
- When entering Text please end with a CR. The Cursor must thus be deleted
- from the text column before you can say "OK" with another CR or Cancel.
-
- When you encounter a number of select buttons placed in columns, please
- use your cursor keys or the numeral keys to select the button of your
- choice. The button chosen will be highlighted. Enter CR to select.
- The numeral keys are assigned to the select buttons from top to bottom in a
- rising sequence. Usually beginning with the number 1.
- Example: Selection of the degree of difficulty:
-
- Beginner -1
- Expert -2
- Genius -3
-
- OK -CR
-
- Use your cursor keys to select a home port for your ships.
-
- The functions: About..., Load, Save, Save As... and Quit are selected with
- the keys
- A for About...
- H for Help...
- L for Load
- S for Save
- N for Save as ..
- M for Manual
- Q for Quit.
- The selection of the game to load uses the function keys F1, F2. Scroll the
- list of games with your cursor keys and select the drawer with CR and the
- filename with a second CR.
-
- In the World Simulation Display, the
- 1 leads to the Globe. Rotate the globe with your cursor keys.
- 2 leads to the Office and
- 3 leads to the Ship Broker.
- Stop- and Start-Action is controlled with your space bar.
-
- In the Office you call up
- Info by pressing I,
- Action by pressing A and
- OK by pressing CR.
- For all further functions, the numeral keys are assigned to the select
- buttons from top to bottom in a rising sequence.: 1,2,3,....6. CR says OK.
-
- At the Ship Brokers you enter the floor numbers 1 - 5 as shown in the Lift,
- use the E to get to the Exit.
- For all further functions, the numeral keys are assigned to the select
- buttons from top to bottom in a rising sequence.: 2,3,4....
- Or, where applicable in this order:
- 1 2
- 3 4
- 5 6.
- CR says OK.
-
- In the Port-Display use
- 1 to Repair,
- 2 to Refuel,
- 3 to Charter
- 4 to Lay Up, and
- CR to Load
-
- When Refuelling use
- 1 to fill up 100%
- 2 to fill up 75%
- 3 to fill up 50%
- 4 to fill up 25%
-
- When Chartering operate the
- right column with the cargoes from top to bottom with the letters
- Q,W,E,R,T,Z (Y),U,I,O,P, and the
- left column with ports of destination from top to bottom with the numerals
- 1,2,3,4,5,6,7,8,9,0.
-
- Steer by hand is chosen by keying 1, the tugs help is requested by CR.
-
- The Navigation Control Panel is operated using the cursor keys.
- For emergency manouvers use
- page up for full speed ahead, and
- page down for full speed astern.
- Home puts Power- and Rudder-Regulators to Neutral. For the Transverse
- Thruster use CTRL and right and CRTL and left.
-
- Enjoy the game.
- =========================================================================
-