Global Domination from Impressions The Ultimate Multi-Player Conquest Simulation DOCS : Typed by Dentist Zzzombie [QQZX] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ USER MANUAL Introduction ~~~~~~~~~~~~ In the near-future, five superpowers will fight for complete control of the planet. Each leader will use their skills in resource management, military tacticts, espionage and diplomacy to turn the global situation to their advantage. Minor governments will fall as the superpowers expand their borders towards the swirn enemies. A final peace will only exist when four leaders have been eliminated, and one stands alone. You are one of these five leaders, and this war is about to begin. Your opponents are some of the most skilled and devious rulers that history has ever known, brought to life in the future using sophisticated DNA retrieval and cloning techniques. Against the toughest opposition imaginble, you must struggle to achieve nothing less than GLOBAL DOMINATION. Opponents ~~~~~~~~~ Julius Caesar, General Custer, Genghis Khan, Henry V, Adolf Hitler, Adbraham Lincoln, Napoleon, Queen Victoria, and Caveman. You can only play against four of these opponents at a time. Each leader has his own style of leadership, strong points, and weaknesses, which becomes clear in strategic styles and diplomatic methods. Overview ~~~~~~~~ The world is divided into territories. Your goal is to conquer all of them. Territories provide you with resources (money) you need to use to keep fighting, build new armies, etc. Defending your territories and conquering enemy territories is the key to winning the game. There are three levels of complexity to play this game: Simple - you fight by building and moving armies. You build armies with ten types of fighting units, from infantry soldiers to combat jets; a key to success is finding the best army structure to beat the enemy's armies. Reduced - with this complexity you can also use Diplomacy to ally yourself with like-minded enemies. You also can create a Intelligence bureau which will gather information on each enemy, and assemble special forces which can perform covert operations in anyone's territories. Full - conflicts between armies take place over months (instead of being resolved instantly), which lets you retreat from losing fights. You can also choose to fight a conflict as a Satellite battle, where you give tactical orders to individual fighting units on a scrolling "satellite" battle map. The game proceeds in turns, where each player is allowed to make their moves for the current month (thus each turn contains two to five months, one for each player - plus an additional turn for revolutionary forces). During your game turn you can build armies, move them, and deploy special forces. All other tasks can be performed at any time. Interface ~~~~~~~~~ Click, left-click, press, or select mean to use the left mouse button. To exit most screens, use the right mouse button. Gray-and-red square buttons in the interface toggle options on and off, or select an options and exit the current panel. Up and down arrow icons are used to raise and lower a particular game setting or scroll up and down a list of possible options. On certain panels you will find large "checkmark" and "X" buttons. These are used to represent "Yes" and "No" options. Warning messages can be cleared using the left mouse button. Main Screen Layout ~~~~~~~~~~~~~~~~~~ The top left window is the main Playing Area. It displays the maps and lets you manipulate them. At the right side of the screen going down are two rows of buttons, called the Icon Bar. There are fourteen Icons, each with a different command associated with them. At the bottom left is the Message Bar. You can change the message bar height using the arrow buttons on the left side of the Message Bar. Here is where messages about what is going on are displayed. Purple messages refer to countries in revolt. You can scroll up and down through the message bar by clicking within the top and bottom edges of the message bar. (Note - you cannot change the message bar height when displaying the World Map). General Icons ~~~~~~~~~~~~~ The "i" Options - lets you restart games, load games, save, exit to DOS, etc. Globe icon Map Control - switches your map view. Satellite view icon Satellite - Display map in satellite view. Three stars icon Military - Access military screen display, reports current conflicts, and lets you choose which conflicts are watched, hidden, or turned into satellite battles. Balance scales icon Logistics - Access the screen which controls the spending of resources and the composition of future armies. Shaking hands icon Diplomacy - Access screen where you can make diplomatic relations, establish treaties, or attempt to destabilize enemies. Intelligence eyes icon Intelligence - Access intelligence information and how intelligence resources are spent. Book icon History - Access records of history of the war. THE NEXT FEW ICONS HERE CHANGE DEPENDING ON WHAT MAP YOU DISPLAY, ETC. Thinking man icon End turn - ends the current turn. (This icon is replaced during a satellite battle). bottom right last icon Pause - pause and unpause the game. World Icons ~~~~~~~~~~~ WHEN WORLD MAP IS DISPLAYED Land icon Geography - orders the world map to display the geography info on all terriories. Empire land icon Empire - display borders of the five leaders and relative sizes. Tank icon Conflict - shows how many times each territory has been attacked, captured, or occupied. Fist icon Unrest - unrest ratings for each territory (ie potential for revolution). Territory Icons ~~~~~~~~~~~~~~~ WHEN TERRITORY MAP IS DIPLAYED Land icon Move army - lets you move armies. Empire land icon Place army - lets you place new armies. Tank icon Raise unrest - lets you deploy special forces to raise unrest (raise chance of revolt). Fist icon Lower Unrest - lets you deploy special forces to lower unrest (lower chance of revolt). Satellite Icons ~~~~~~~~~~~~~~~ WHEN SATELLITE MAP IS DISPLAYED Arrow right icon Move unit - lets you create movement paths Arrow left and right Patrol unit - lets you create patrol paths for your fighting units. Target icon Air artillery - lets you choose a target for one of your artillery units. Associate icon(?) Associate units - lets you order several units to duplicate the actions of a single unit. Map view icon Overview map - lets you view the entire satellite map at once and ends the satellite battle. Starting a Game ~~~~~~~~~~~~~~~ Play Our World Play new game with Earth as the game map. Play New World Play game with world created by the World Creation Screen. Create New World Make a new world from scratch. Skirmish Practice a satellite battle. Load Game Multiple Players Up to four other human players. Choose New Name Lets you choose a new name in your game. Skill Level Beginner, Easy, Standard, Hard, Expert Complexity Simple, Reduced, Full Revolutions None, few, normal, many. Revolting territories act as "roadblocks". You can't move through them. Modem Play Modem or serial link. Player Selection Screen ~~~~~~~~~~~~~~~~~~~~~~~ You select yourself and four other players. Human players, connected human player, other leaders, and the "?" mark will select a random leader. If you do not choose any human players, the game will go into DEMO mode. World Creations Screen ~~~~~~~~~~~~~~~~~~~~~~ You can create three types of worlds: Balanced Landmass, Many Islands, and Large Continent. There is a window percentage which shows the progress of the world creation. Army Sizes Possible # of Units ~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~ Very Small 1-9 Small 10-19 Medium 20-29 Large 30-39 Very Large 40+ Army Types ~~~~~~~~~~ 1: small offensive army 2: small defensive army 3: medium offensive army 4: medium defensive army 5: large offensive army 6: large defensive army Fighting Units ~~~~~~~~~~~~~~ There are ten types of fighting units, each unit has different strengths and weaknesses when pitted against each unit type: Infantry mobile infantry air-mobile infantry light and heavy armor (tanks) light and heavy artillery air defense combat aircraft strike aircraft Diplomacy ~~~~~~~~~ Alliance - treaties where enemies agree not to attack each other. Pacts - an alliance plus you agree to gang up on a common enemy and attack them. You can choose with whom you'd like to have diplomatic relations and for how long. Intelligence ~~~~~~~~~~~~ Each section has a percentage rating hat measures how Complete your intelligence is for that enemy. This completeness rating determines what kinds of information you can access on a particular enemy. Info panel (TERRITORIES): depending on the completeness rating for a leader, the unrest ratings for his territories will be at one of four levels of detail: Completeness Unrest Information 0% nothing 1-19% nothing/some 20-39% none/less than 50%/more than 50% 40-100% exact percentage Info panel (ARMIES): Completeness Army Information 1-9% nothing 10-29% number of units in army 30-39% number of units in army, morale, obsolescence 50-100% exact composition World Map: Completeness Unrest Information 0% dark green = unknown 1-39% dark green = none light blue = some 40-100% dark green = none green = low bright green = high Leader Report: Completeness Information ADDED to Report 0-4% nothing 5-14% is leader stable, unstable, deranged? 15-19% chance of destabilizing leader 20-24% mood of leader 25-29% amount on intelligence he has gathered on you 30-39% stored resources 40-49% unused special forces units 50-100% treaties with other enemies Stability: stable, unstable, deranged Mood: aggressive, defensive, expansionist (go after neutrals), desperate (stockpile resources), vengeful (go after one person) Chance of Madness: madness (gaga), paranoid (ultra-defensive), fanatical (ultra-offensive). Special Forces ~~~~~~~~~~~~~~ Special forces are used to raise/lower unrest and to destabilize other leaders. You can have up to 20 total special forces units. Your ability to use special forces on an enemy depends on how much intelligence you have on that enemy. Deploying one unit of special forces for raising unrest will raise unrest on that territory by 5% plus the amount of intelligence you have on that enemy. If you have 35% intelligence on an enemy, a unit of special forces could raise unrest by 40%. It takes 5 special forces to destabilize a leader. You chance of success depends on your intelligence on that leader. If you have 50% intelligence, then you have a 50% chance of being successful. A successful destabilization will raise the leader's chance of madness by 15%; if it goes above 99% the leader will become deranged. Satellite Battles ~~~~~~~~~~~~~~~~~ You can only fight one satellite battle at a time. You cannot resume other aspects of the game until that satellite battle is resolved. In a battle, the attacker's goal is to destroy the enemy's Command Headquarters (icon looks like a base). The defender's goal is to defend the Command Headquarters until the attacker runs out of supplies or units, while attacking the enemy's Supply Bases (looks like a depot icon). A clock measures how long the attacker's supplies will last. If it reaches zero and the Command Headquarters is not destroyed, the defender wins the battle. Destroying a supply base takes more time off of the clock. Terrain: sea inaccessible (aircraft are unaffected by terrain) woods accessible only to infantry city, hills, farmland, scrub, grassland - effect speeds of movement differently. road - fastest terrain for all land based units Satellite battle is really cool... I suggest you practice a few battles before using this in a real game. Unit Characteristics ~~~~~~~~~~~~~~~~~~~~ INFANTRY (guy) Cost: 1 Chance of Success: Low: any armor type Medium: any infantry type High: any artillery, aircraft & aircraft defense, and installation First Attack in Turn: 1: - 2: - 3: any infantry, armor, artillery 4: any aircraft & air defense Movement Speed: Very Slow: woods Slow: city, hills, scrub, farm, grass Medium: road MECHANIZED INFANTRY (Truck) Cost: 2 Chance of Success: Low: any armor type Medium: any infantry type High: any artillery, aircraft & air defence, any installation First Attack in Turn: 1: - 2: any infantry, armor; light artillery 3: heavy artillery; any aircraft & air defense Movement Speed: Slow: city, hills Medium: scrub, farm, grass Fast: roads None: woods AIR MOILE INFANTRY (Helicopter) Cost: 3 Chance of Success: Low: any armor Medium: any artillery High: any artillery, aircraft & defense, any installation First Attack in Turn: 1: any infantry, armor, artillery 2: - 3: any aircraft & air defense Movement Speed: Fast: all terrain LIGHT ARMOR (Small van) Cost: 3 Chance of Success: Low: heavy armor Medium: light armor High: any infantry, artillery, aircraft and installation First Attack in Turn: 1: infantry, mech infantry, armor 2: air mobile infantry; artillery 3: aircraft & air defense Movement Speed: Slow: city, hills Medium: scrub, farm, grass Fast: road None: woods HEAVY ARMOR (Tank) Cost: 4 Chance of Success: Low: - Medium: armor High: infantry, artillery, aircraft & air defense, installation First Attack in Turn: 1: - 2: infantry, mech infantry, armor 3: air mobile infantry, artillery 4: aircraft & air defense Movement Speed: Slow: city, hills Medium: scrub, farm, road, grass None: woods LIGHT ARTILLERY (Small cannon [two barrels]) Cost: 2 Chance of Success: Low: - Medium: all types, installation High: - First Attack in Turn: 1: infantry, mech infantry, armor 2: air mobile infantry, any rtillery, aircraft & air defense Movement Speed: Slow: city, hills, scrub, farm, grass Medium: road None: woods HEAVY ARTILLERY (Large cannon [one barrel]) Cost: 3 Chance of Success: Low: armor Medium: infantry, artillery, aircraft & air defense, installations High: - First Attack in Turn: 1: all types Movement Speed: Slow: city, hills, scrub, farm, grass Medium: road None: woods AIR DEFENSE (Truck with missiles) Cost: 1 Chance of Success: Low: - Medium: air interceptor High: air mobile infantry, air ground strike None: infantry, mech infantry, armor, artillery, air defense, any installation First Attack in Turn: 1: air mobile infantry; air interceptor, air ground strike Never: infantry, mech infrantry, air defense, any armor, any artillery Movement Speed: Slow: city, hills, scrub Medium: farm, road, grass None: woods AIR COMBAT INTERCEPTOR (Dual exhaust jet [sorta like a F-15]) Cost: 5 Chance of Success: Low: infantry Medium: air interceptor High: air mobile infantry, air ground strike, any installation None: mech infantry, air defense, any armor, any artillery First Attack in Turn: 1: infantry, air mobile infantry, air interceptor, air ground strike Never: mech infantry, air defense, any armor, any artillery Movement Speed: Very Fast: all terrain AIR GROUND STRIKE (Mirage jet) Cost: 5 Chance of Success: Low: air interceptor Medium: infantry, air ground strike High: mech infantry, air mobile infantry, air defense, any armor, any artillery, any installation First Attack in Turn: 1: all types Movement Speed: Fast: all terrain ------------------------------------------------- AmigA FiXxd bY Yokohomo-SAN! Fuckings to SoREHEdD -------------------------------------------------