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219 lines
7.7 KiB
Plaintext
219 lines
7.7 KiB
Plaintext
EMPIRE
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(The wargame of the century)
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Empire is a simulation of a full-scale war between two emperors,
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the computer and you. Naturally, there is only room for 1 so the
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object of the game is to destroy the other. The computer plays by
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the same rules that you do.
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The map is a rectangle 600*1000 miles on a side. The resolution
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is 10, so the map you see is 60*100. The map consists of '.': sea,
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'+': land, '*': uncontrolled cities, 'X': computer-controlled cities,
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'O': your dominated cities. Each emperor gets 1 move per round (1
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round=1 day), moves are done sequentially.
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The pieces are as follows:
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PIECE YOURS ENEMY MOVES HITS PHASE MAXMUM NUMBER
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ARMY A 1 1 1 5 500
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FIGHTER F 2 4 1 10 200
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DESTROYER D 3 2 3 20 200
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SUBMARINE S 4 2 2 25 200
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TROOP TRANSPORT T 5 2 3 30 100
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CRUISER R 6 2 8 50 100
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AIRCRAFT CARRIER C 7 2 8 60 100
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BATTLESHIP B 8 2 12 75 100
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The second column gives the representations for your units, the
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third gives the representations of enemy units. Hits is the amount
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of damage a unit can take before it is destroyed. Phase is the number
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of turns necessary to produce that unit. Moves is the number of
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squares that unit can move in a single turn. The last column is
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the maximum number of that unit that you can have.
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ARMY: armies move only on land. Only armies can capture cities.
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They have a 50% probability of doing so. Attacking one's
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own cities results in the army's destruction. Armies can
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be carried by troop transports. Just move the army
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on the transport and when the transport moves the army
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moves with it. You cannot attack any ships while on board
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a transport. You cannot move back on a city with an army.
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This is true even if you are on a troop transport.
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FIGHTER: fighters move on sea or land. They move 4 times per day.
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They are refueled at controlled cities and carriers. They
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are shot down over uncontrolled cities. They have a max.
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Range of 20 spaces.
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DESTROYER: like all ships, destroyers can move only on the sea,
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unless they dock in a controlled city, in which case damage
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is repaired at the rate of 1 hit per day.
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SUBMARINE: submarines fire torpedoes. Thus, when a submarine
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scores a hit, 3 hits are exacted instead of the usual 1
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from the enemy unit.
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TROOP TRANSPORT: troop transports can carry a maximum of 2* the
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number of hits left of armies.
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CRUISERS: typical ship
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AIRCRAFT CARRIERS: carriers can carry a maximum of 1*
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the number of hits left of fighters.
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BATTLESHIP: typical ship
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Attacking something is accomplished by moving onto the square of
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the unit you wish to attack. Hits are traded off at 50% probability
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of a hit landing on one or the other units until one unit is totally
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destroyed. There is only 1 possible winner.
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[YOUR ORDERS?]
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Commands are the following:
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M: begin movement
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O: same as 'M'
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T: request a block printout of the entire map. Use TTYnnn in
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response to the request for a tty number. Default is your own
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TTY number.
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V: save game
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P: request sector printout. There are 10 sectors, each
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representing a 20*70 area of the map, arranged as follows:
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0 5
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1 6
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2 7
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3 8
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4 9
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The sectors overlap by 10 vertically, and 40 horizontally.
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Note that the sectors for updating
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are slightly different, but this is unimportant.
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J: Put you in editing mode, where you can examine and/or change the
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functions associated with your pieces and cities (explained later).
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C: Give the computer a free move. The game gets more interesting if
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you give the computer a headstart of 100 rounds or so!
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N: Give the computer a bunch of free moves (50 to 150 is good
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at the start of the game).
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R: Display the round number.
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H: Help!
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Functions to which you can assign your pieces:
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AWAKE: no function (you will be asked to move the piece every turn).
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SENTRY: stay put. Do not ask the user to move the piece. Wake up if
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an enemy piece comes within sensor range.
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RANDOM: (for armies only) move at random subject to the following conditions:
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if an uncontrolled city is adjacent, attack it.
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If an enemy unit is adjacent, attack it.
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If an unfilled troop transport of yours is adjacent, get on it and
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wake up.
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Move if possible without attacking any of your own units.
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It will not destroy itself unless it is in a city surrounded by
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your units.
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An easy way to give it this function is type 'R' when a move
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is requested.
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MOVE: move towards location assigned to the piece (in editing mode).
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wake up if enemy piece is encountered. Wake up temporarily if obstacle is
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in path of movement.
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DIRECTION: move in specified direction, wake up if enemy piece is
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encountered. Wake up temporarily if obstacle is in path of movement.
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FILL: (troop transports and aircraft carriers only) go on sentry duty
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until full of armies or fighters.
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-------------
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Sensor probes are done before and after every move. Sensor probes
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show only The 8 squares adjacent to your unit. The map displays all
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the most recent information.
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Coordinates are 4-digit numbers. The first 2 are the row, the
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second 2 are the column.
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Moving onto the edge of the map is a fatal error.
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MOVEMENT
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--------
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Commands are:
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QWE
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A D
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ZXC
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Move in The direction of The key from s. The terminal is set
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no echo and only 1 character is accepted, so no need for <cr><lf>.
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Hit the space bar if you want the piece to stay put.
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The following commands have the same effect as in [YOUR ORDERS?]
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P,J,H,T,V
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Other commands are:
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R: if it's an army, set it to moving at random
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S: put on sentry duty.
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I: set unit to moving in a direction specified by the next character
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typed in, i.e. QWE
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A D
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ZXC
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G: put the troop transport (or aircraft carrier) to sleep until it
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accumulates 6 armies (or 8 fighters), then wake it up. This is equivalent
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to putting it in function fill. If the ship is damaged, the ship will
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wake up when it has all it can take.
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K: wake up all armies (or fighters) on the troop transport (or aircraft
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carrier).
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?: request the number of hits left on a craft. It also displays the
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number of armies (or fighters) aboard.
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H: help! (After this is printed, the computer will wait for you
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to finish reading it. When you do, type any character, after which the
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screen will be refreshed.)
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Garbagey commands will be ignored.
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EDITING MODE
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------------
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QWE
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A D
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ZXC
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This moves the cursor around.
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O: exit from editing mode.
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P: print new sector.
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R: display round number.
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I: give piece (or city) the function 'DIRECTION', enter the key
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specifying the direction following the 'I'.
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K: wake up piece (or city).
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S: put piece (or city) to sleep.
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?: request info on piece or city. Irrelevant for fighters or armies.
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Y: change phase of city that cursor is on top of. When program asks for
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production demands, key in the letter corresponding to what you want
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produced.
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L: put army in 'RANDOM'.
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M: put piece (or city) in 'MOVE' function.
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Then move the cursor to where you want it to go, and type 'H'.
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You can give cities functions. This doesn't affect the city any, but any
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fighter landing in that city will pick up the specified function. This is
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useful for setting up automatic fighter movements.
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Note that you cannot affect anything inside a city with the editor. This
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also holds for anything on board a troop transport or an aircraft carrier.
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Fighters moving under the command of a function will drop out when they have
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10 rounds of fuel left. This is to enable you to decide whether you want to
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make it kamikaze or send it back to a city for refueling.
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<End of GAM:EMPIRE.HLP - 810216/SO>
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