[- U M S II -] DOX TYPED IN BY SCOOTER [1304 LINES] FIRST HIGH REGARDS GOTO -RYGAR-FOXY-UNDERTAKER-FOR THEIR COOL DOX... NEXT I HAVE TYPED IN ALL (WHAT I THINK) ARE THE DOX NEEDED TO PLAY THIS GAME..SO HOPE THEY ARE OF USE TO YOU GUYS..AND REMEMBER IF YOU THINK THIS GAME IS COOL ENOUGH TO PLAY -BUY THE ORIGINAL- THE MASTER CONTROL PANEL. ------------------------- THE MASTER CONTROLS PANEL IS NOT THE BRAINS,NOR IS IT THE HEART OF UMS II,RATHER, AS THE NAME IMPLIES, IT IS THE PLACE WHERE A MYRIAD OF VARIATIONS MAY BE ADJUSTED,MODIFIED AND TWEAKED SO THAT THE SIMULATION MAY BE TAILORED TO BE AS ACCURATE AS POSSIBLE, FOR EXAMPLE, IF THE USER WOULD LIKE TO SIMULATE AN ESPICIALLY RAINY MONSOON SEASON,OR ACCELERATE THE RATE OF SCURVY(ATTRITION) AMONG SAILORS,THEN THIS WOULD BE THE PLACE TO DO IT. .MCP FILES ---------- ALL OF THE SETTINGS OF THE MASTER CONTROL PANEL CAN BE SAVED AND RE-LOADED AT A LATER TIME,THESE FILES,WHICH END WITH THE .MCP FILE EXTENSION,CAN BE SAVED OR LOADED FROM THE `MODIFY` MENU(SEE CHAPTER 2 DETAILS) WHEN A SCENARIO IS FIRST LOADED,THE PROGRAM WILL AUTOMATICALLY LOOK FOR ,MCP FILE OF THE SAME NAME.-FOR EXAMPLE- IF THE SCENARIO ABCDEF.DAT IS LOADED,THE PROGRAM WILL ATTEMPT TO LOAD THE CORRESPONDING .MCP FILE -ABCDEF.MCP-ALSO SAVED IN THE .MCP FILES ARE VARIOUS USER PREFERENCES,SUCH AS DISPLAYING THE TEMPERATURE IN CENTIGRADE OR FAHRENHEIT,DISTANCES IN MILES OR KILOMETRES AND THE USERS NAME FOR THE 4 VIEWING LEVELS. THE MASTER CONTROL PANEL INTERFACE. ----------------------------------- TO ACCESS THE MASTER CONTROL PANEL SELECT -MASTER CONTROL PANEL- FROM THE -MODIFY MENU-(SEE CHAPTER 2). THE MASTER CONTROL PANEL CONSISTS OF 4 GROUPS OF BUTTONS. CLICKING THE MOUSE ON ANY OF THE TOP ROW OF BUTTONS (EXCEPT EXIT) WILL CHANGE THE LABELS OF THE 3 OTHER GROUPS OF BUTTONS. CLICKING THE MOUSE ON THE 2ND ROW OF BUTTONS WILL CHANGE THE LABELS OF THE 2 REMAINING GROUPS OF BUTTONS.CLICKING THE MOUSE ON THE LEFT SET OF BUTTONS WILL CHANGE THE LABELS ON THE RIGHT GROUP OF BUTTONS,AND ONLY THE RIGHT GROUP,CONTAINS VALUES THAT THE USER MAY CHANGE. THIS METHOD OFMENU SELECTION REPLACES HUNDREDS OF DIALOG BOXES. CHANGING BUTTON VALES (ATARI ST/AMIGA) -(DIDNT PUT IN MAC OR IBM VAL) --------------------------------------------------------------------- TO CHANGE A VALUE DISPLAYED ON A BUTTON FROM THE RIGHT HAND GROUP ON THE ST/AMIGA -CLICK ON THE BUTTON UNTIL IT IS HIGHLIGHTED- THEN PRESS THE LEFT HAND MOUSE BUTTON..(FROM NOW ON SHOWN AS -LMB- OR -RMB-) TO DECREASE THE VALUE OR THE RMB TO INCREASE THE VALUE.EVERY VALUE IN THE MASTER CONTROL PANEL HAS A MAXIMUM AND MINIMUM VALUE. THE VALUE STOPS WHEN IT HAS BEEN REACHED. THE MASTER CONTROL BUTTONS. --------------------------- THE MASTER CONTROL PANEL (NOW SHOWN AS MCP) IS SET UP IN A TREE STRUCTURE.THIS IS TO SAY THAT CHANGING THE SELECTED TOP BUTTON WILL CAUSE DIFFERENT OPTIONS TO APPEAR IN THE SUBORDINATE GROUPS OF BUTTONS. THE CHART BEGINNING DESCRIBES THE LOCATION OF ALL BUTTONS ON THE -MCP- AND INCLUDES A BRIEF DESCRIPTION OF THE VARIABLE STORED.... TOP BUTTON - -2ND BUTTON- -LEFT BUTTON- -RIGHT BUTTON- ATTRITION GROUND EXPERIENCE EXPERIENCE LEVELS 0-9 THESE VARIABLES SPECIFY THE PERCENTAGE OF ATTRITION FOR GROUND UNITS BASED ON EXPERIENCE. THE GREATER THE NUMBER-THE HIGHER THE LOSSES. LEADERSHIP LEADERSHIP LEVELS 0-9 EXACTLY AS WITH EXPERIENCE ABOVE...BUT BASED ON LEADERSHIP.. THE GREATER THE NUMBER - -THE HIGHER THE LOSSES MORALE MORALE LEVELS 0-9 EXACTLY AS WITH LEADERSHIP BUT BASED ON MORALE.. THE GREATER THE NUMBER- -THE HIGHER THE LOSSES SUPPLY SUPPLY LEVELS 0-9 EXACTLY AS WITH LEADERSHIP BUT BASED ON SUPPLY.. THE GREATER THE NUMBER - -THE HIGHER THE LOSSES. SEA SUPPLY SUPPLY LEVELS 0-9 THE % OF ATTRITION FOR NAVAL UNITS BASED ON SUPPLY. THE GREATER THE NUMBER - -THE HIGHER THE LOSSES. LEADERSHIP LEADERSHIP LEVELS 0-9 EXACTLY THE SAME AS -SEA -SUPPLY. EXPERIENCE EXPERIENCE LEVELS 0-9 EXACTLY SAME AS THAT OF SEA/SUPPLY -SEA/LEADERSHIP MORALE MORALE LEVELS 0-9 EXACTLY THE SAME AS SEA/SUPPLY ..ect WEATHER RAIN... THIS VARIABLE SPECIFIES THE % OF ATTRITION FOR NAVAL UNITS IN RAIN... SNOW... EXACTLY THE SAME AS.. WEATHER/RAIN MOVEMENT GROUND WEATHER RAIN... THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR GROUND UNITS TRAVELLING IN RAIN. SNOW... EXACTLY THE SAME AS THE ABOVE -RAIN- BASED ON SNOW. EXPERIENCE EXPERIENCE LEVEL 0-9 EXACTLY THE SAME AS SNOW/RAIN BUT BASED ON EXPERIENCE. MORALE MORALE LEVEL 0-9 EXACTLY THE SAME AS SNOW/RAIN BUT BASED ON MORALE. FORCED MARCH MOVEMENT BONUS - THIS VARIABLE SPECIFIES THE % OF BONUS IN MOVEMENT POINTS FOR GROUND UNITS WHO HAVE BEEN ORDERED TO PERFORM A FORCED MARCH. SEA LEADERSHIP LEADERSHIP LEVEL 0-9 THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS BASED ON LEADERSHIP. EXPERIENCE EXPERIENCE LEVEL 0-9 EXACTLY THE SAME AS LEADERSHIP..BUT BASED ON EXPERIENCE. MORALE MORALE LEVEL 0-9 EXACTLY THE SAME AS LEADERSHIP..BUT BASED ON MORALE. WINDS DIRECTLY INTO THE WIND.. THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS TRAVELING INTO THE WIND RUNNING WITH THE WIND.. EXACTLY THE SAME AS... -DIRECTLY INTO THE WIND- CLOSE HAULING.. THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS TRAVELING AT A DEGREE ANGLE -INTO- THE WIND. REACHING.. THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS TRAVELING AT A 90 DEGREE ANGLE -WITH- THE WIND BROACH REACH.. THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS TRAVELING AT A 45 DEGREE ANGLE -WITH- THE WIND BECALMED.. THIS VARIABLE SPECIFIES THE % OF ADDITIONAL COST IN MOVEMENT POINTS FOR NAVAL UNITS TRAVELING A MAP SQUARE WITH CALM WINDS. MOVEMENT BONUS PATHS TRACK.. % OF BONUS IN MOVEMENT POINTS FOR UNITS TRAVELING ALONG A TRACK (PATH TYPE 1) ROAD.. SAME AS PATH TYPE 1 ONLY ROAD IS (PATH TYPE 2) HIGHWAY.. SAME AS PATH TYPES 1/2 ONLY HIGHWAY IS (PATH TYPE 3) RAILROAD.. AS PATH TYPES1/2/3.. ONLY RAILWAY IS (PATH TYPE 4) RIVER.. SAME AS PATH TYPES 1/2/3/4 ONLY RIVER IS (PATH TYPE 5) CANAL.. SAME AS PATH TYPES 1/2/3/4/5 ONLY CANAL IS (PATH TYPE 6) COMBAT BATTLE EQU MULTIPLIERS MORALE LEVEL MULTIPLIER A UNITS MORALE FACTOR IS MULTIPLIED BY THIS NUMBER IN THE BATTLE EQUATION. LEADERSHIP LEVEL MULTIPLIER A UNITS LEADERSHIP FACTOR IS MULTIPLIED BY THIS NUMBER IN THE BATTLE EQUATION. EXPERIENCE LEVEL MULTIPLIER. SAME AS ABOVE ONLY ITS -EXPERIENCE-. MAXIMUM RANDOM MULTIPLIER.. THIS IS THE LARGEST RANDOM NUMBER PERMITTED IN BATTLE. TECH LEVEL DIFFERENCE.. IN COMBAT THE TECH LEVEL BETWEEN COMBATANTS IS AND THE UNIT THAT HAS THE HIGHEST TECH LEVEL WILL RECEIVE A BONUS EQUIVALENT TO THIS NUMBER TIMES THE DIFFERENCE. FORTIFICATION LEVEL - TIMES SPs: A DEFENDING UNIT IN A SPECIAL SQUARE WILL HAVE ITS STRENGTH POINTS MULTIPLIED BY THE FORTIFICATION LEVEL OF THE SPECIAL SQUARE TIMES THIS NUMBER. NUCLEAR WEAPONS PRIMARY BLAST RANGE IN KMS.. ALL UNITS REGARDLESS OF NATIONALITY -WITHIN- THIS DISTANCE(IN KILOMETERS) OF A DETONATION WILL BE IMMEDIATELY DESTROYED.AND REMOVED FROM THE MAP. RANGE OF SECONDARY EFFECTS IN KMS.. ALL UNITS REGARDLESS OF NATIONALITY,-LESS- THAN THIS DISTANCE(IN KILOMETERS)OF A DETONATION OF A NUCLEAR DEVICE,WILL LOSE A % OF POINT STRENGTH AS DETERMINED IN THE VARIABLE IMMEDIATELY BELOW. SECONDARY BLAST EFFECT... THE COST IN % OF TOTAL STRENGTH POINTS,OF ALL UNITS WITHIN THE SECONDARY RANGE OF EFFECT OF A DETONATION OF A NUCLEAR DEVIVE.. (SEE ABOVE) GROUND A/D 80%+ CASUALTIES- THE LOSSES SUFFERED BY A GROUND UNIT(AS A % OF THE TOTAL STRENGTH POINTS) OF A UNIT THAT HAS AN 80% OR GREATER ADVANTAGE OVER ITS OPPONENT AS DETERMINED BY THE BATTLE EQUATION.THE PRECISE NUMBER OF CASUALTIES ARE DETERMINED BY THE FORMATION OF THE UNIT.THE 7 POSSIBLE MILITARY FORMATIONS FOR GROUND UNITS ARE... SCREEN- DEFEND-HOLD-MARCH-FORCED MARCH-ATTACK-ASSAULT. A/D 60%-79% OF A UNIT THAT HAS 60-79% ADVANTAGE OVER ITS OPPONENT AS DETERMINED BY THE BY THE BATTLE EQUATION. THE PRECISE NUMBER IS DETERMINED BY THE FORMATION OF THE UNIT. WHICH CAN BE ANY OF THE 7 LISTED AS ABOVE (A/D80+) A/D 40%-59% (WHEN UNIT HAS THE STRENGTH OF ITS OPPONENT) THE REST IS AS ABOVE A/D 80% ECT... A/D 20%-39% (WHEN UNIT HAS A 20-39% -DISADVANTAGE-) THE REST IS AS ABOVE... A/D <20% (WHEN A UNIT HAS A <20% -DISADVANTAGE-) THE REST IS AS ABOVE SEA CASUALTIES A/D 80%+ THE LOSSES SUFFERED BY A GROUND UNIT(AS A PERCENTAGE OF TOTAL STRENGTH POINTS) OF A UNIT THAT HAS AN 80% OR -GREATER- ADVANTAGE OVER ITS OPPONENT AS DETERMINED BY BATTLE EQUATION THE PRECISE NUMBER OF CASUALTIES ARE DETERMINED BY THE FORMATION OF THE UNIT. THE 4 POSSIBLE MILITARY FORMATIONS FOR SEA UNITS ARE...AVOID-EVADE-ATTACK-OFFSHORE BOMBARDMENT. A/D 60%-79% (WHEN A UNIT HAS 60-79% -ADVANTAGE-) THE REST IS AS ABOVE A/D 40%-59% (WHEN A UNIT 40-59% THE STRENGTH OF ITS OPPONENT) THE REST IS AS ABOVE A/D 20%-39% (WHEN A UNIT HAS 20-39% -DISADVANTAGE- WITH ITS OPPONENT) THE REST IS AS ABOVE A/D <20% (WHEN A UNIT HAS <20% -LESS THAN ITS OPPONENT) THE REST IS AS ABOVE AIR MISSILE CASUALTIES.. A/D 80%+ THE LOSSES SUFFERED BY AN AIR OR MISSILE UNIT(AS A % OF TOTAL STRENGTH POINTS) OF A UNIT THAT HAS AN 80% OR -GREATER- ADVANTAGE OVER ITS OPPONENT AS DETERMINED BY THE BATTLE EQUATION. THE 7 POSSIBLE MILITARY FORMATIONS FOR AIR AND MISSILE ARE...MOVE-PATROL-ESCORT-TRANSPORT-ATTACK-INTERCEPT A/D 60%-79% (WHEN A UNIT HAS 60-79% -ADVANTAGE- OVER ITS OPPONENT) THE REST IS AS ABOVE A/D 40%-59% (WHEN A UNIT HAS 40-59% -THE STRENGTH- OF ITS OPPONENT) THE REST IS AS ABOVE A/D 20%-39% (WHEN A UNIT HAS 20-39% -DISADVANTAGE- OF ITS OPPONENT) THE REST IS AS ABOVE A/D <20% (WHEN A UNIT HAS <20% -LESS- THAN ITS OPPONENT) THE REST IS AS ABOVE ------------------------------------------------------------------------------ TOP BUTTON -2ND BUTTON- -LEFT BUTTON- -RIGHT BUTTON- SET ITU INTERNAL TIME UNITS- IN DAYS THE MINMUM TIME UNIT IN UMS II IS ONE DAY TO CALCULATE THE TIME IT TAKES TO CREATE UNITS AND RE-INFORCEMENTS.THIS VARIABLE SETS ITUS TO X NUMBER OF DAYS FOR EXAMPLE,IF THIS NUMBER IS SET TO 7 THEN ITU WILL EQUAL ONE-WEEK TIME BETWEEN COMMANDS- CALANDER INCREMENTED IN DAYS AFTER THESE MANY DAYS HAVE ELAPSED THE SIMULATION WILL AUTOMATICALLY STOP AND ALLOW HUMAN CONTROLLED NATIONS TO ISSUE NEW ORDERS TO UNITS AS WELL AS AN OPPORTUNITY TO SET NATIONAL POLICIES,MAKE HARD COPY PRINT-OUT MAPS,FORM DIPLOMATIC ALLIANCES,SET BUDGETS AND GOALS ECT.. RESOURCES PROVINCIAL PRODUCTION POINTS- COST IN PRODUCTION POINTS THIS NUMBER REPRESENTS THE NUMBER OF PRODUCTION POINTS THAT MUST BE SPENT TO INCREASE THE LEVEL OF PRODUCTION POINTS PRODUCED BY AN EXISTING PROVINCE RECRUITMENT POINTS- COST IN PRODUCTION POINTS THIS NUMBER REPRESENTS THE NUMBER OF PRODUCTION POINTS THAT MUST BE SPENT TO INCREASE THE LEVEL OF RECRUITMENT POINTS PRODUCED BY AN EXISTING PROVINCE TAX RATE LOSS OF WILL PER 10% OF TAX RATE THIS NUMBER REPRESENTS THE NUMBER OF NATIONAL WILL POINTS THAT ARE SUBTRACTED PER 10% OF THE TAX RATE (AS SET IN BUDGETS AND PRODUCTION DIALOG BOX)FOR EXAMPLE,IF THIS NUMBER IS SET TO `2` AND THE NATIONS TAX RATE IS 80% THEN 16 NATIONAL POINTS WILL BE SUBTRACTED EVERY TURN. PORTS PORT CABABILITY-COST IN PRODUCTION POINTS THIS NUMBER REPRESENTS THE NUMBER OF PRODUCTION POINTS THAT MUST BE SPENT TO INCREASE THE PORT CAPACITY OF A GIVEN SPECIAL SQUARE NATIONAL WILL CAPITALS LOSS OF NATIONAL CAPITAL THIS NUMBER WILL BE DEDUCTED FROM THE NATIONAL WILL OF A COUNTRY THAT LOSES ITS NATIONAL CAPITAL CAPTURE OF NATIONAL CAPITAL THIS NUMBER WILL BE ADDED TO THE NATIONAL WILL OF A COUNTRY THAT CAPTURES AN ENEMYS CAPITAL. LOSS OF PROVICINAL CAPITAL THIS NUMBER WILL BE DEDUCTED FROM THE NATIONAL WILL OF A COUNTRY THAT LOSES A PROVINCIAL CAPITAL CAPTURE OF A PROVICINAL- -CAPITAL. THIS NUMBER WILL BE ADDED TO THE NATIONAL WILL OF A COUNTRY THAT CAPTURES AN ENEMYS PROVICINAL CAPITAL MILITARY UNITS- LOSS OF UNIT THIS NUMBER WILL BE DEDUCTED FROM THE NATIONAL WILL OF A COUNTRY FOR EVERY MILITARY UNIT LOST FOR ANY REASON. CAPTURE OF A UNIT THIS NUMBER WILL BE ADDED TO THE NATIONAL WILL OF A COUNTRY FOR EVERY ENEMY DESTROYED THROUGH DIRECT MILITARY ACTION SPECIAL SQUARES-LOSS OF SPECIAL SQUARES THIS NUMBER WILL BE DEDUCTED FROM THE NATIONAL WILL OF A COUNTRY FOR THE LOSS OF A SPECIAL SQUARE FOR WHATEVER REASON CAPTURE OF A SPECIAL SQUARE THIS NUMBER WILL BE ADDED TO THE NATIONAL WILL OF A COUNTRY FOR EVERY SPECIAL SQUARE THAT IS CAPTURED THROUGH MILITARY ACTION PROXIMITY UNIT VISIBILITY ENEMY UNITS VISIBLE WITHIN- -KILOMETERS- ONLY ENEMY UNITS WITHIN THIS DISTANCE WILL BE DISPLAYED ON THE MAP HOSTILE CONTACT DISTANCE BETWEEN UNITS- KILOMETERS HOSTILE CONTACT(BATTLE) WILL ENSUE WHEN 2 ENEMY UNITS COME WITHIN THIS DISTANCE OF EACH OTHER WEATHER PREVAILING WINDS BY LATITUDE- LATITUDE(-90 TO +90) THIS BUTTON SWITCHES BETWEEN `EAST TO WEST` AND `WEST TO EAST` THIS SETS THE PREVAILING WIND DIRECTION IN LONGTITUDE PRESSURE ZONE MATRIX FREE- SIZE IF SQUARES IN KILOMETERS THIS VARIABLE SETS THE SIZE OF THE SQUARES OF PRESSURE ZONE MATRICES TEMPERATURE AVERAGES BY LATITUDE- LATITUDE (-90 TO +90) THESE VARIABLES SET THE AVERAGE TEMPERTURE FOR THE SELECTED LONGTITUDE BAND SEASON SPRING SUMMER FALL WINTER THESE VARIABLES SET THE SEASONAL TEMERATURE MODIFIER FOR EACH OF THE 4 SEASONS CLIMATE TROPICAL GROUP 1- MONSOON SEMI-ARID ARID MEDITERRANEAN SUB-TROPICAL MARINE CONTINENTAL COOL COOL SUB-ARTIC THESE VARIABLES SET THE CLIMATE TEMERATURE MODIFIER FOR EACH OF THESE CLIMATE TYPES CLIMATE HIGH ALTITUDE GROUP 2 POLAR THESE VARIABLES SET THE CLIMATE TEMERATURE MODIFIER FOR EACH OF THESE CLIMATE TYPES LAND + SEA LAND THIS VARIABLE SETS THE TEMPERATURE MODIFIER FOR EACH OF THESE CLIMATE TYPES SEA SAME AS ABOVE -LAND- PRECIPITATION CLIMATE TROPICAL GROUP 1 MONSOON SEMI ARID ARID MEDITERRANAEN SUB-TROPICAL MARINE CONTINENTAL COOL SUB-ARTIC THESE VARIABLES SET THE %(LIKELIHOOD) OF PRECIPITATION AT A GIVEN SQUARE OF THIS CLIMATE TYPE ONCE A WEATHER FRONT HAS BEEN OCATED AT THESE CORDINATES CLIMATE HIGH ALTITUDE GROUP 2 POLAR REST IS SAME AS ABOVE GROUP 1 EXIT--SELECTING EXIT WILL EXIT MASTER CONTROL PANEL AND RETURN USER TO THE MAP ------------------------------------------------------------------------------ GROUND MOVEMENT AND ORDERS. -------------------- ACTIVATING A UNIT.....BY DOUBLE CLICKING ON THE UPPER LEFT OF THE UNIT INFO BOX THE INFO ON THAT UNIT WILL APPEAR (HAS A FLAG OF THE UNITS COUNTRY ON IT) IBM KEYBOARD COMMANDS ---I/ISSUE DIRECT ORDERS...D/DONE...N/NEXT UNIT. A GROUND UNIT MAY BE ACTIVTED BY DOUBLE CLICKING ON UPPER CORNER OF A UNIT.IF MORE THAN ONE UNIT SHARES THIS MAP SQUARESELECT NEXT UNIT(BOTTOM RIGHT CORNER)TO ACTIVATE THE DESIRED UNIT. SELECTING ISSUE UNIT DIRECT ORDERS(2ND BOX FROM BOTTOM)WILL CAUSE THE GROUND UNIT ORDERS BOX TO APPEAR. GROUND MOVEMENT. ---------------- GROUND UNITS MAY BE ASSIGNED A MOVEMENT ORDER AND A DEFENSIVE ORDER AS WELL AS UP TO 7 WAYPOINTS. THE MOVEMENT ORDER ORDER,EITHER MARCH-FORCED MARCH-ATTACK-OR ASSAULT INDICATES THE FORMATION THAT THE GROUND UNIT WILL ASSUME WHEN MOVING FROM ONE POINT ON THE MAP TO ANOTHER. WHEN THE UNIT HAS REACHED ITS OBJECTIVE(THE LAST ASSIGNED WAYPOINT) OR THE UNIT HAS BEEN ASSIGNED TO IT BY THE DEFENSIVE ORDER. ONLY THE ORDERS THAT A UNIT HAS SUFFICIENT SUPPLIES TO CARRY OUT WILL BE ACTIVE.EACH ORDER COSTS A SET NUMBER OF SUPPLY POINTS PER STRENGTH POINT.THE COST,IN SUPPLY POINTS,FOR EACH ORDER CAN BE SET BY THE USER IN THE ORDERS COST AND EFFECT. FOR EXAMPLE, IF THE COST OF A GROUND UNIT ASSUMING -ASSAULT- FORMATION IS 3 SUPPLY POINTS, AND THE UNIT HAS 4 STRENGTH POINTS, IT IS NECESSARY FOR THE UNIT TO HAVE AT LEAST 12 SUPPLY POINTS TO BE ISSUED THIS COMMAND. THESE CALCULATIONS ARE CARRIED OUT BY THE COMPUTER BEFORE THIS DIALOG BOX IS PRESENTED AND ILLEGAL ORDERS WILL NOT BE SELECTABLE. THE GROUND MOVEMENT CONTROL BOX. -------------------------------- ONE OF THE 5 MOVEMENT ORDERS MAY BE ASSIGNED TO EACH UNIT AS WELL AS ONE OF THREE DEFENSIVE ORDERS. THE RE-SUPPLY BUTTON WILL BE ENABLED ONLY IF ANOTHER UNIT SHARES THE SAME MAP SQUARE. THE TRANSPORT BUTTON WILL BE SELECTABLE ONLY IF THE ACTIVE UNIT HAS TRANSPORT CAPABILITIES -AND- ANOTHER UNIT SHARES THE SAME MAP SQUARE. CANCEL EXITS THE ROUND MOVEMENT COMMAND BOX WITHOUT SAVING ORDERS FOR LATER EXECUTION. SETTING WAYPOINTS ----------------- AFTER A UNIT HAS BEEN ASSIGNED A MOVEMENT ORDER(IT IS NOT NECCESSARY FOR A UNIT TO BE ASSIGNED A DEFENSIVE ORDER;A UNIT NOT ASSIGNED A DEFENSIVE ORDER WILL DEFAULT TO SCREEN) AND CONTINUE HAS BEEN SELECTED THE CURSOR WILL TURN FROM AN ARROW TO A SOLID BLACK CROSS HAIR. A LINE WILL EXTEND FROM THE UPPER LEFT HAND CORNER OF THE UNIT TO THE CURSOR. POSITION THE CURSOR ON THE DESIRED WAYPOINT AND PRESS THE LMB TO SET A WAYPOINT. PRESS THE RMB TO END SETTING WAY-POINTS . THE USER IS NOT ALLOWED TO SELECT AN ILLEGAL WAYPOINT. TO DETERMINE THE ACTUAL ROUTE THAT A UNIT WILL TRAVEL FROM WAYPOINT TO THE NEXT,DEPRESS -ALT- KEY. THE ROUTE WILL APPEAR AS A SERIES OF DARKENED AND FLASHING BOXES.THIS IS HANDY METHOD FOR DETERMING LEGAL MOVES ACROSS RIVERS. (ILLEGAL WAYPOINTS)- GROUND UNITS MAY NOT TRAVEL ACROSS COASTAL SEA,SHALLOW SEA O DEEP SEA MAP SQUARES(EXCEPT WHEN BEING TRANSPORTED BY NAVAL UNITS) GROUND UNITS MAY NOT CROSS RIVERS OR CANALS EXCEPT IN MAP SQUARES THAT ALSO CONTAIN EITHER A -TRACK-PATH-RAILROAD-OR HIGHWAY. ------------------------------------------------------------------------------ WEATHER. -------- WEARE CONCERNED ABOUT WEATHER PRIMARILY FOR 2 REASONS; 1- HOW WEATHER EFFECTS MOVEMENT OF UNITS; 2- HOW WEATHER CONTRIBUTES TO ATTRITION OR THE LOSS OF A UNITS STRENGTH. RAIN-SNOW-WINDS-STORM FRONTS AND TEMPERTURES DO NOT JUST HAPPEN, RATHER THEY ARE GENERATED DYNAMICALLY FOLLOWING A DETAILED SET OF RULES.AND, LIKE ALL IMPORTANT FACTORS IN A SIMULATION, THE USER MAY ADJUST THE VARIABLES AND CHANGE THE OUTCOME. PRESSURE ZONES. --------------- NOTE A LETTER `L` CIRCLED MEANS A -LOW PRESSURE ZONE- ............. `H` ............... -HIGH PRESSURE ZONE- THE FIRST FACTOR IN ALL WEATHER CALCULATIONS IS THE LOCATION OF THE HIGH PRESSURE AND LOW PRESSURE ZONES. WHEN A SCENARIO IS FIRST CREATED HIGH PRESSURE AND LOW PRESSURE ZONES ARE PLACED ON THE MAP IN A MANNER SIMILAR TO PLACING UNITS. AS SIMULATED TIME ELAPSES THESE PRESSURE ZONES MOVE ABOUT THE GLOBE. AS THESE PRESSURE ZONES MOVE THEY CREATE AND MODIFY STORM FRONTS AND WIND PATTERNS. PRESSURE ZONES MOVE IN THE GENERAL DIRECTION F THE PREVAILING WINDS OF THE LOGTITUDE OF WHICH THEY ARE CURRENTLY LOCATED. THE PREVAILING WINDS MAY BE SET IN 20 DEGREES LONGTITUDIAL BANDS USING THE MASTER CONTROL PANEL(MCP) FOR EXAMPLE, IF THE PREVAILING WINDS FOR 30 DEGREES NORTH TO 50 DEGREES NORTH HAVE BEEN SET TO `EAST TO WEST`, THEN A PRESSURE ZONE LOCATED 37 DEGREES NORTH NORTH WILL MOVE IN WESTERLY DIRECTION. USING THE MCP THE USER MAY REVERSE THE PREVAILING WINDS AT THESE LONGTITUDES AND THE SAME PRESSURE ZONE WOULD NOW MOVE IN THE OPPOSITE,OR EASTERLY DIRECTION. IN ADDITION,WIND PATTERNS MAY BE SENT AUTOMATICALLY REVERSE WITH THE CHANGE OF SEASONS. FURTHERMORE,THE DIRECTION OF THE MOVEMENT OF PRESSURE ZONES IS AFFECTED BY THE LOCATION OF OTHER NEARBY PRESSURE ZONES.HIGH PRESSURE ZONES MOVE TOWARDS LOW PRESSURE ZONES. WIND DIRECTION OBVIOUSLY AFFECTS THE MOVEMENT OF SAIL POWERED NAVAL UNITS(HOW THE WIND EFFECTS THESE UNITS IS ADJUSTABLE VIA THE MCP)THE 2 FORCES THAT,IN TURN,EFFECT WIND DIRECTION ARE; 1-THE LOCATION AND PROXIMITY OF PRESSURE ZONES...AND 2- THE PREVAILING WIND PATTERNS AT A SPECIFIC LONGTITUDE. IF THERE ARE NO PRESSURE ZONES, WIND WOULD MOVE IN STRAIGHT EAST TO WEST,OR WEST TO EAST LINES. IT IS THE LOCATION AND TYPE, OF PRESSURE ZONES THAT CHANGE WIND PATTERNS. PRESSURE CAUSE WIND PATTERNS TO BE SHAPED INTO A SPIRAL,,OR CORIOLIS EFFECT SHAPES,ABOVE THE EQUATOR,HIGH PRESSURE ZONES CAUSE A CLOCKWISE EFFECT AND LOW PRESSURE ZONES CAUSE A COUNTER-CLOCKWISE EFFECT. THESE PATTERNS ARE REVERSED BELOW THE EQUATOR. THE RANGE OR DISTANCE WHICH PRESSURE ZONES EFFECT PREVAILING WIND PATTERNS(AS WELL AS STORM FRONTS)MAY E ADJUSTED VIA THE MCP. THIS IS DONE BY CHANGING THE VALUE FOR THE VARIABLE `SIZE OF PRESSURE ZONE MATRIX SQUARES` THIS NUMBER ADJUSTS THE SIZE,IN KILOMETERS,OF THE SQUARES THAT COMPRIMISE THE PRESSURE ZONE MATRIX. APRESSURE ZONE MATRIX IS SET TO 5 SQUARE 2 DIMENSIONAL ARRAY.FOR EXAMPLE, IF THE VARIABLE IS SET TO 100 KILOMETERS THEN A PRESSURE ZONES RADIUS OF EFFECT WOULD BE 250 KILOMETERS(A DIAMETER OF 500 KILOMETERS CENTRED ON THE LOCATION OF THE PRESSURE ZONE). 4 FACTORS EFFECT THE TEMPERATURE OF A SPECIFIC LOCATION; 1- THE LONGTITUDE OF THE LOCATION..2- THE GENERAL CLIMATE GROUP OF THE LOCATION..3-THE CURRENT SEASON..AND 4- IF THE LOCATION IS OVER SEA OR LAND. THE GLOBE IS DIVIDED IN LATITUDINAL TEMPERATURE ZONES OF 20 DEGREES EACH,THE AVERAGE OR THE BASE TEMPERATURE FOR EACH OF THE ZONES MAY BE SET VIA THE MCP. THIS BASE TEMPERATURE IS THEN CHANGED BY THE USER VIA THE MCP AS WELL.THESE MODIFYING CLIMATE TEMPERATURE MAY BE EITHER POSITIVE OR NEGATIVE NUMBERS,FOR EXAMPLE, IF THE AVERAGE TEMPERATURE AT A CERTAIN LOCATION IS 60 DEGREES FAHRENHEIT,THE LOCAL CLIMATE IS MEDITERRANAEN, AND THE CLIMATE MODIFIER FOR MEDITERRANEAN IS +7 THEN THE RESULT WOULD BE 67 DEGREES FAHRENHEIT. THIS NUMBER IS FURTHER MODIFIED BY THE SEASONAL DIFFERENCE. LIKE THE CLIMATE MODIFIERS,THIS MAY BE EITHER A POSITIVE OR NEGATIVE NUMBER THAT IS ADDED TO THE RESULTS OF THE PREVIOUS CALCULATIONS. IT IS ASSUMED THAT SPRING ENCOMPASSES THE MONTHS OF MARCH-APRIL-MAY:SUMMER JUNE-JULY-AUGUST; FALL SEPTEMBER- OCTOBER- -NOVEMBER;WINTER DECEMBER-JANUARY-FEBUARY. THE SEASONAL MODIFIERS MAY BE CHANGED VIA THE MCP...FOR EXAMPLE, IF THE CURRENT SCENARIO DATE IS JULY 15, AND THE SUMMER SEASONAL MODIFIER IS +12 THE TEMPERATURE AT OUR PREVIOUS HYPOTHETICAL LOCATION WOULD NOW BECOME 79 DEGREES FAHRENHEIT. THE LAST VARIABLE USED TO DETERMINE TEMPERATURE IS A MODIFIER FOR LAND OR SEA.THIS LAST NUMBER REFLECTS THE TENDENCY OF WATER TO RETAIN HEAT IN WITER AS EARTH DOES IN THE SUMMER.THE 2 NUMBERS,ONE FOR LAND AND ONE FOR SE,MAY BE EITHER A POSITIVE OR NEGATIVE NUMBER. THEY MAY BE CHANGED BY THE USER VIA THE MCP. THIS NUMBER IS THEN ADDED TO THE PREVIOUS CALCULATIONS AND THE RESULTANT NUMBER IS THE TEMPERATURE AT THIS LOCATION. TEMPERATURES FOR LOCATIONS ON THE MAP MAY BE VIEWED BY CHECKING THE `TEMPERATURE` OPTION IN THE WEATHER DISPLAY BOX. TEMPERATURE AT ONE LOCATION MAY BE VIEWED BY POSITIONING THE CURSOR OVER THE DESIRED LOCATION AND CLICKING THE MOUSE BUTTON WHILE PRESSING THE -SHIFT- KEY. TEMPERATURES MAY BE DISPLAYED IN EITHER CENTIGRADE OR FAHRENHEIT BY CHECKING THE DESIRED OPTION IN THE WEATHER DISPLAY BOX. STORMS AND STORM FRONTS. ------------------------ STORM FRONTS ARE CAUSED WHEN THE RADIUS OF EFFECT OF A HIGH PRESSURE ZONE OVERLAPS THE RADIUS OF EFFECT OF A OW PRESSURE ZONE. IF THE TEMPERATURE AT THE LOCATION IS ABOVE FREEZING(32 DEGREES FAHRENHEIT. 0 DEGREES CENTIGRADE) THE THUNDER STORM SYMBOL WILL BE DISPLAYED AT THE LOCATION. IF THE TEMPERATURE AT THE LOCATION IS BELOW FREEZING, THE METEOROLOGICAL SYMBOL FOR SNOW WILL BE DISPLAYED. IT IS QUITE POSSIBLE FOR ONE STORM FRONT TO PRODUCE BOTH,RAIN AND SNOW. AFTER THE FRONTS HAVE BEEN DETERMINED,THE CHANCE OF PRECIPITATION FOR EACH MAP SQUARE AFFECTED BY THE FRONTS IS CALCULATED. THIS IS DONE BY COMPARING THE CLI-MATE PREIPITATION % FOR THE PERTINENT LOCATIONS TO A RANDOMLY GENERATED NUMBER, THE CLIMATE PRECIPITATION %(OR THE CHANCE THAT IT WILL RAIN OR SNOW FOR A GIVEN CLIMATE TYPE) MAY BE ODIFIED USING THE -MCP- CLIMATES. --------- THERE ARE 12 DIFFERENT TYPES OF CLIMATES;TROPICAL-MONSOON-SEMI/ARID-ARID- -MEDITERRANEAN-SUB-TROPICAL-MARINE-CONTINENTAL-COOL-SUB/ARTIC-HIGH ALTITUDE-AND POLAR. EVERY LOCATION ON THE GLOBE BELONGS TO ONE OF THESE GROUPS.THESE CLIMATES EFFECT PRECIPITATION AND TEMPERATURE(SEE ABOVE).USING THE -MCP- IT IS POSSIBLE TO REDEFINE THE ATTRIBUTES OF THE CLIMATE GROUPS. FOR EXAMPLE,IT IS POSSIBLE TO SET THE CLIMATE PRECIPITATION % TO 99% FOR ARID,THIS WOULD OF COURSE,RESULT IN RAINFALL IN WHAT WOULD NORMALLY BE A DESERT AREA. ------------------------------------------------------------------------------ SPECIAL SQUARES-PORTS AND FORTS. -------------------------------- A SPECIAL SQAURE IS A MAP SQUARE THAT CONTAINS EITHER A NATIONAL CAPITAL,A PROVINCIAL CAPITAL,A PORT,A TOWN OR FORTIFICATIONS. SPECIAL SQUARES HAVE NAMES-THOUGH IT IS NOT NECESSARY FOR A SQUARE TO HAVE A UNIQUE NAME-AND ARE CONTROLLED EITHER ONE OF THE PROVINCES THAT MAKE UP NATIONS(AND THEREFORE CONSIDERED AS PART OF THE RESOURCES OF THAT NATION)OR ARE DECLARED `UNCONTROLLED` AND WILL BE OCCUPIED BY THE FIRST MILITARY UNIT THAT ENTERS THE SPECIAL SQUARE. FROM THE -MAIN MENU- IT IS POSSIBLE TO -GOTO- ANY SPECIAL SQUARE FROM ANY POINT ON THE MAP,SELECTING THIS OPTION FROM THE MENU WILL PRODUCE THE -GOTO-DIALOG BOX. CLICK ON THE DESIRED SPECIAL SQUARE TO SEE ITS CO-ORDINATES. DOUBLE CLICK ON THE SPECIAL SQUARE TO GO TO THOSE CO-ORDINATES IMMEDIATELY. TO THE LEFT OF THE SPECIAL SQUARE LIST IS A LIST OF ALL PATHS IN THE WORLD. THIS FUNCTIONS IDENTICALLY TO THE SPECIAL SQUARE LIST. SPECIAL SQUARE INFO ------------------- TO RECEIVE DETAILED INFO ABOUT A SPECIAL SQUARE (NOW SHOWN AS -SS-).POSITION THE CURSOR OVER THE DESIRED SPOT ON THE MAP AND PRESS THE -LMB-AND LEFT SHIFT KEY TOGETHER. A DETAILED DIALOG BOX WILL NOW APPEAR DISPLAYING INFO ABOUT THE LOCAL TEMPERATURE,CLIMATE,WIND DIRECTION AND CO-ORDINATES. CLICK ON THE `MORE INFO` BOX TO RECEIVE DETAILED INFO ABOUT THE SPECIAL SQUARE.CLICK ON `CONTINUE` TO EXIT THE BOX..IBM USERS MAY ALSO USE KEYS `M` AND `C` RESPECTIVELY FOR THE SAME EFFECT. FORTIFICATION LEVEL. -------------------- THE FORTIFICATION LEVEL OF A -SS- IS USED TO INCREASE THE DEFENSIVE STRENGTH OF UNITS LOCATED ON THE -SS-. THE FORTIFICATION BONUS IS A VARIABLE THAT MAY BE CHANGED USING THE -MCP- THE HIGHER THE FORTIFICATION LEVEL, THE GREATER THE BONUS. CURRENT PORT CAPACTY. --------------------- THIS NUMBER INDICATES THE MAXIMUM COMBINED STRENGTH POINTS OF SHIPS THAT MAY BE DOCKED AT THIS SPECIFIC -SS- AT ONE TIME.FOR EXAMPLE,IF THE CURRENT PORT CAPACITY OF A -SS- IS 10,ONE NAVAL UNIT WITH 6 STRENGTH POINTS AND ANOTHER WITH 4 MAY SIMULTANEOUSLY BE IN THE SAME SQUARE.HOWEVER,A THIRD SHIP,GIVEN ORDERS TO MOVE INTO THIS -SS- WOULD NOT BE ALLOWED TO ENTER. IF THE NAVAL UNIT IN QUESTION IS UNDER HUMAN CONTROL. A REPORT WOULD BE ISSUED ASKING THE USER TO MAKE NEW ORDERS FOR THE THIRD UNIT. POTENTIAL PORT CAPACITY. ------------------------ PORT CAPACITY CAN BE EXPANDED BY USING A PROVINCES PRODUCTION POINTS,THE COST,IN PRODUCTION POINTS,FOR INCREASING A -SS- PORT CAPACITY IS SET IN THE -MCP-. THE POTENTIAL PORT CAPACITY INDICATES THE MAXIMUM PORT CAPACITY THAT THIS -SS- CAN BE RAISED TO. CURRENT PORT CAPACITY. ---------------------- THIS NUMBER REPRESENTS THE DEPTH OF THE DRAFT OF THE SHIPS THAT CAN HAROUR AT THIS -SS-.THERE ARE 4 DRAFTS REPRESENTED BY THE NUMBERS 1-4; 1- VERY SHALLOW DRAFT; 2- SHALLOW DRAFT; 3-DEEP-WATER; 4- VERY DEEP WATER. IN TURN, EVERY NAVAL UNIT TYPE, WHEN CREATED, IS ASSIGNED A CLASS CORRESPONDING TO THE DRAFT OF THE SHIP. FOR EXAMPLE, A SHIP WITH A UNIT TYPE CLASS 3(DEEP WATER) WOULD NOT BE ALLOWED TO ENTER A -SS- THAT HAS A CURRENT PORT CLASS OF 2(SHALLOW DRAFT). POTENTIAL PORT CAPACITY. ------------------------ PORT CAPABILITY CAN BE EXPANDED BY USING A PROVINCES PRODUCTION POINTS.THE COST,IN PRODUCTION POINTS,FOR INCREASING A -SS- CAPABILITY IS SET IN THE -MCP-. THE POTENTIAL PORT CAPABILITY INDICATES THE MAXIMUM PORT CAPABILITY THAT THIS -SS- CAN BE RAISED TO. NO SPECIAL CAN HAVE A PORT CAPABILITY GRETARE THAN 4. CAPTURE AND LOSS OF SPECIAL SQUARES. ------------------------------------ THE LOSS OF A -SS- ADVERSELY EFFECTS A COUNTRYS NATIONAL WILL.WHEN A COUNTRYS NATIONAL WILL IS REDUCED TO ZERO THAT NATION SURRENDERS,INVERSLY,THE CAPTURE OF AN ENEMYS -SS- INCREASES THE VICTORS NATIONAL WILL. THE AMOUNT OF INCREMENT, AND DECREMENT CAN BE SET IN THE -MCP-. ------------------------------------------------------------------------------ SEA POWER AND AMPHIBIOUS OPERATIONS. ------------------------------------ A SCENARIO MAY CONTAIN UP TO 40 DIFFERENT TYPES OF NAVAL UNITS. THE TOTAL NUMBER OF INDIVIDUAL UNITS,HOWEVE, IS LIMITED PRIMARILY BY THE AVAILABLE RAM.NAVAL UNITS,LIKE ALL UNITS IN UMS II ARE CONTROLLED BY A COMMAND HIERARCHY, OR ORDER OF BATTLE. FOR EXAMPLE ANY ORDERS GIVEN TO HARDY WILL AUTOMATICALLY BE PASSED ON TO THE `VICTORY`-`EURYALUS` AND `NEPTUNE` (AS THESE SHIPS HAVE LESS SP THAN HARDY) ANY ORDERS THAT ARE GIVEN TO NELSON WILL AUTOMATICALLY BE PASSED ON TO HARDY (SAME APPLIES-HE`S GOT A HIGHER SP THAN HARDY) AND THROUGH HIM TO THE SHIPS UNDER HIS CONTROL. THIS WILL BE ESPECIALLY USEFUL WHEN MAKING LARGE SCALE MOVEMENTS. ACTIVATING A UNIT. ------------------ A SEA UNIT MAY BE ACTIVATED BY POSITIONING THE CURSOR ON THE LEFT HAND CORNER OF A UNIT AND DOUBLE CLIKCING. IF MORE THAN ONE UNIT SHARES THIS MAP SQUARE SELECT -NXT UNIT- TO ACTIVATE THE DESIRED UNIT. SELECTING -ISSUE ORDERS- WILL CAUSE THE NAVAL UNIT ORDERS BOX TO APPEAR. NAVAL ORDERS. ------------- AT ALL TIMES A NAVAL UNIT IS CURRENTLY UNDER ONE OF 4 ORDERS. IN ADDITION TO THESE STANDING ORDERS,THE UNIT MAY BE ASSIGNED UP TO 7 WAYPOINTS. THE NAVAL UNIT WILL PROCEED FROM ONE WAYPOINT TO THE NEXT IN CONSECTUTIVE ORDER UNTIL THE LAST WAYPOINT IS REACHED OR NEW ORDERS ARE ISSUED TO THE UNIT. IT IS NOT NECESSARY TO ASSIGN A NAVAL UNIT ANY WAYPOINTS. A UNIT WITHOUT CURRENTLY ASSIGNED WAY-POINTS WILL REMAIN IN ITS CURRENT LOCATION. [NOTE] A SCENARIO MAY CONTAIN UP TO 40 DIFFERENT TYPES IN TOTAL, THESE 40 UNIT TYPES MAY BE ANY COMBINATION OF NAVAL,AIR,MISSILE OR GROUND TROOPS. WHILE IT IS QUITE POSSIBLE FOR A SCENARIO TO CONTAIN ONLY NAVAL UNITS, MOST SCENARIOS CONTAIN ABOUT 10 DIFFERENT NAVAL UNITS. WIND AND NAVAL MOVEMENT. ------------------------ THE DIRECTION OF THE WIND IN RELATION TO THE DIRECTION OF TRAVEL OF SAIL POWERED NAVAL UNITS EFFECTS THE SPEED OF THE NAVAL UNIT. THE AMOUNT OF THE EFFECT IS DETERMINED BY THE SETTINGS IN THE -MCP-(UNDER MOVEMENT,SEA WINDS MENU) THE DEFAULT SETTINGS ARE; RUNNING 100%-BROAD REACHING 120%-REACHING 60%-CLOSE HAULING 40%-AND DIRECTLY INTO THE WIND 20%. FOR EXAMPLE,A NAVAL UNIT TRAVELLING FROM SOUTH TO NORTH,WITH THE WIND FROM THE SOUTH-WEST WOULD BE `BROAD-REACHIN` AND WOULD RECEIVE ONLY A 20% MOVEMENT BONUS. [NOTE] ONLY SAIL POWERED NAVAL UNITS ARE AFFECTED WIND DIRECTION. AMPHIBIUS OPERATIONS. --------------------- AMPHIBIUS OPERATIONS-CAMPAIGNS INVOLVING THE TRANSPORT OF GROUND UNITS ACROSS BODIES OF WATER BY NAVAL UNITS-ARE FULLY SUPPORTED BY UMS II. TRANSPORTING A GROUND UNIT VIA A NAVAL UNIT IS ACCOMPLISHED IN 2 STEPS. FIRST. ------ A NAVAL UNIT(WITH SUFFICIENT TRANSPORT CAPACITY) IS MOVED INTO A SPECIAL SQUARE(-SS-)ARE THE ONLY PLACES ON A MAP THAT GROUND AND NAVAL UNITS MAY SHARE A LOCATION. ALL GROUND UNITS HAVE A `LOAD VALUE` OR THE COST TO TRANSPORT THIS UNIT THIS NUMBER IS SET FOR A PARTICULAR UNIT TYPE AT THE TIME THAT THE SCENARIO IS CREATED. WHEN A NAVAL UNIT WITH `TRANSPORT CAPACITY`(ALSO SET FOR EACH UNIT TYPE AT THE TIME THAT THE SCENARIO IS CREATED) ENTER A -SS- A `LOAD UNIT BOX` APPEARS AND DISPLAYS A LIST OF ALL GROUND UNITS THAT THE NAVAL UNIT HAS SUFFICIENT TRANSPORT CAPACITY TO CARRY. IF THERE ARE MORE THAN 5 GROUND UNITS LOCATED IN THE -SS- THE `MORE` BUTTON IS ENABLED,SELECTING THIS BUTTON WILL DISPLAY THE NEXT SET OF 5 GROUND UNITS. SELECTING THIS BUTTON AGAIN WILL CONTINUE TO DISPLAY GROUND UNITS IN GROUPS OF 5. TO LOAD A GROUND UNIT CLICK THE BUTTON THAT CONTAINS THE UNITS NAME,THE SYMBOLS <> WILL APPEAR ON EITHER SIDE OF THE UNIT NAME TO INDICATE THAT IT HAS RECEIVED ORDERS TO BOARD TRANSPORT. SECOND. ------- TO UNLOAD A GROUND UNIT THAT IS BEING TRANSPORTED BY A NAVAL UNIT,WHILE GIVING MOVEMENT ORDERS TO THE TRANSPORTING NAVAL UNIT,POSITION THE CURSOR OVER A LAND SQUARE THAT IS ADJACENT TO A WATER SQUARE AND PRESS THE -RIGHT SHIFT- KEY AND LMB TOGETHER. THE UNLOAD UNITS BOX WILL APPEAR. CLICK THE MOUSE ON THE BUTTON THAT CONTAINS THE NAME OF THE UNIT,OR UNITS THAT YOU WISH TO UNLOAD AT THIS PLACE. UNIT/S SO SELECTED WILL APPEAR WITH A DASH(--) ON EITHER SIDE OF THE UNIT NAME. ------------------------------------------------------------------------------ SUPPLIES AND TRANSPORTATION. ---------------------------- SUPPLIES. SUPPLIES ARE THE CURRENCY THAT MILITARY UNITS EXPEND AS THEY ASSUME DIFFERENT FORMATIONS AND MOVE ABOUT THE MAP. THE COST TO ASUME EACH MILITARY FORMATION IS SET BY THE USER IN THE FORMATION COST AND EFFECT BOX. NOTE IN THE DIALOG BOX. THE LEFT AND RIGHT HALF OF THE BOX HAS BEEN DIVIDED FOR DISPLAY PURPOSES. IF THE COST IN SUPPLY POINTS FOR EVERY MILITARY FORMATION IS SET TO ZERO THEN SUPPLY WILL HAVE NO IMPORTANCE OR EFFECT ON A SIMULATION. IT IS THROUGH THIS DIALOG BOX THAT THE IMPORTANCE OF SUPPLY IN A SIMULATION IS ET. REDISTRIBUTE SUPPLIES. --------------------- WHEN 2 OR MORE UNITS OCCUPY THE SAME MAP SQUARE, SUPPLIES CAN BE EXCHANGED BETWEEN THEM. THIS IS NECESSARY TO RE-SUPPLY UNITS AND TO LOAD SUPPLIES ON TO TRANSPORT UNITS FOR MOVEMENT. THE `RE-SUPPLY` OPTION IS SELECTABLE FROM THE UNIT MOVEMENT COMMAND BOX(SEE GROUND MOVEMENT-SEA MOVEMENT..ECT) IF THIS BUTTON IS SELECTED THE RE-DISTRIBUTE SUPPLIES BOX WILL APPEAR WITH A LIST OF ALL UNITS THAT SHARE THE SAME MAP SQUARE,SELECTING `MORE` WILL CAUSE THE NEXT GROUP OF 5 UNITS TO BE DISPLAYED IN THE BOX. TO TRANSFER SUPPLIES BETWEEN UNITS,DECREMENT THE STORE OF SUPPLIES OF THE FIRST UNIT BY CLICKING THE DOWN ARROW. THE SUPPLIES WILL BE ADDED TO THE TOTAL OF `UNCLAIMED SUPPLIES` AT THE TOP OF THE DIALOG BOX. TO ADD THESE SUPPLIES TO THE SECOND UNIT,CLICK ON THE UP ARROW FOR THAT UNIT. THE SUPPLIES WILL BE DEDUCTED FROM THE UNCLAIMED TOTAL AND ADDED TO THE 2ND UNIT. SELECT `DONE` WHEN FINISHED. ALL UNCLAIMED SUPPLIES ARE DESTROYED. THE MAXIMUM QUANTITY OF SUPPLIES THAT ANY UNIT CAN CARRY IS 99 SUPPLY POINTS. SPOILS. ------- TO THE VICTOR THE SPOILS. WHENEVER A UNIT HAS BEEN ELIMINATED IN BATTLE THE VICTORIOUS UNIT WILL RECEIVE ALL THE ELIMINATED UNITS SUPPLIES THAT IT CAN CARRY. ------------------------------------------------------------------------------ COMBAT. ------- COMBAT OCCURS WHENEVER THE DISTANCE BETWEEN 2 HOSTILE UNITS IS LESS THAN THE CURRENT VALUE OF `CONTACT BETWEEN HOSTILE UNITS` AS SET IN THE -MCP-. THIS DISTANCE IS USUALLY 20 KILOMETERS, HOWEVER, THE USER MAY CHANGE IT FOR EACH SCENARIO. THE METHODS FOR DETERMINING THE VICTORIOUS AND DEFEATED UNITS, AS WELL AS THE NUMBER OF CASUALTIES SUSTAINED ARE DEFINED BY THE USER. FOLLOWING COMBAT,THE MORALE LEVEL FOR THE VICTORIOUS UNIT IS RAISED BY 1 POINT. FOR EXAMPLE, A UNIT DETERMINED TO BE VICTOR WHO PREVIOUS TO COMBAT HAD A MORALE LEVEL OF 5;-STALWART- WOULD BE RAISED TO A MORALE LEVEL OF 6;-DETERMINED-. A DEFEATED UNITS MORALE LEVEL IS REDUCED BY 1 POINT. FOR EXAMPLE; A UNIT DETERMINED TO BE THE DEFEATED UNIT WHO PREVIOUSLY HAD A MORALE LEVEL OF -WAVERING- WOULD BE REDUCED TO A MORALE LEVEL OF 3;-SHAKEN-. FOLLOWING COMBAT,THE EXPERIENCE LEVEL FOR `BOTH` UNITS ARE RAISED BY 1 POINT,FOR EXAMPLE;A UNIT WHO PREVIOUS TO COMBAT HAD AN EXPERIENCE LEVEL OF 5;-IRREGULAR- WOULD BE RAISED TO AN EXPERIENCE LEVEL OF 6;-REGULAR-. THE UNIT SUFFERING THE GREATEST NUMBER OF CASUALTIES-AS MEASURED IN STRENGTH POINTS- WILL BE FORCED TO RETREAT. THE COMPUTER WILL MOVE THE UNIT IN THE OPPOSITE DIRECTION FROM WHICH ATTACKED. IF THE ATTACKER IS VICTORIOUS IT WILL CONTINUE WITH ITS PREVIOUS ORDERS. IF EITHER UNIT IS IS UNABLE TO CONTINUE WITH ITS PREVIOUS ORDERS AND IS UNDER `HUMAN` CONTROL THE USER WILL BE ASKED TO ISSUE NEW ORDERS TO THE UNIT. REPORTING HOSTILE CONTACT. -------------------------- IF EITHER OF THE CONTROLLING NATIONS OF THE ATTACKING OR DEFENDING UNIT HAS HAD THE `SHOW REPORT` OPTION SET ON. A REPORT ON THE APPROPRIATE NATIONAL STATIONARY WILL BE DISPLAYED ON SCREEN. ON AMIGA THE REPORTWILL ALSO APPEARIN THE SPECIFIED TYPEFACE FOR THAT NATIONS REPORT,AS BELOW. IF THE OPTION `PRINT REPORTS` HAS BEEN SELECTED THE REPORT WILL ALSO BE SENT TO PRINTER. IF THE OPTION USE STATIONARY HAS PREVIOUSLY BEEN SELECTED THE REPORT WILL BE PRNTED IN GRAPHICS MODE ON THE STATIONERY SHEET. IF THE OPTION FORM FFED(OR SEPERATE PAGES ON SOME COMPUTERS) HAD PREVIOUSLY BEEN SELECTED, THE PRINTER WILL AUTOMATICALLY ADVANCE THE PAPER TO THE NEXT SHEET BETWEEN REPORTS. ------------------- 1. HOSTILE UNITS ARE DEFINED AS UNITS BELONGING TO THE ARMED FORCES ORGANISATION OF 2 DIFFERENT NATIONS THAT ARE CURRENTLY AT WAR. 2. THIS VARIABLE IS ACCESSED UNDER THE -PROXIMITY- MENU OF THE -MCP-.THE DISTANCE TO INITIATE COMBAT IS DEFINED IN KILOMETERS. 3.THE MORALE LEVEL FOR A UNIT IS EXPRESSED AS A NUMBER BETWEEN 0-9 WITH 0 BEING THE LOWEST POSSIBLE VALUE.THE INITIAL MORALE LEVEL FOR A UNIT IS SET AT THE TIME THAT THE UNIT IS CREATED. 4.THE EXPERIENCE LEVEL -IS SET EXACTLY AS THAT ABOVE- (MORALE) ______________________________________________________________________________ THE BATTLE EQUATION. -------------------- unit name current strength of unit ----\---- ------------\----------- 101ST AIRBORNE UNIT STRENGTH (10) there is no difference in any advance would have modifier tech levels of attacker been multiplied by 20 for this equation and defender. ------\------------------ ---------\----------- /--------------------- + TECH LEVEL OF (0) *TECH LEVEL ADVANTAGE(20)*4%} = 10.00 running total carried the 101st has orders to modifier over from last equation assault which has been set for this equation to a value of 150% ------\------------------ ---------\------------ ----/----------------- + {RUNNING TOTAL(10.00) * {EFFECT OF ORDERS(150%)-100% * 16% = 10.80 running total carried us paras attacking in modifier over from last equation in rough terrain for this equation ------\------------------ ---------\------------ ----/----------------- + {RUNNING TOTAL(10.80) * {TERRAIN MODIFIER (90%)-100% * 16% = 10.63 attackers morale 4 points the difference in leadership modifier higher than defenders is multiplied by 50 for this equation -----\------------------- ---------\------------ ----/---------------- + MORALE(4)* MORALE LEVEL MULTIPLIER (2) * 12%}= 11.59 attackers leadership is 1 the difference in leadership modifier point higher than defender is multiplied by 50 for this equation -----\------------------ -------------------\- ----/--------------- + {LEADERSHIP (1) * LEADERSHIP LEVEL MULTIPLIER(50) * 10%= 16.59 attackers experience is 2 the difference in experience modifier point higher than defender is multiplied by 2 for this equation -----\------------------ -------------------\- ----/-------------- + {EXPERIENCE(2) * EXPERIENCE LEVEL MULTIPLIER (2) * 10%}=16.99 randomly generated number less modifier for than maximum random this equation --------------\--------------- ----/-------- + {RANDOM (50) * 0% } = 17.84 us paratroopers attacking german static division -------------------------------------/---------- * UNIT TYPE ATTACKING CROSS INDEX (105%) = 17.84 attack to defense ratio -----------------------\ OVER ALL COMBAT RATIO 4:1 number subtracted from original strength result --------------/------------------------- /----- CASUALTIES = 1 SPs. CURRENT STRENGTH = 9 ______________________________________________________________________________ [NOTE] IDENTICAL CALCULATIONS ARE MADE FOR THE DEFENDING UNIT,OLY THOSE FOR THE ATTACKING UNIT (IE 101ST AIRBORNE) ARE DISPLAYED. HERES A BREAKDOWN OF THE BATTLE EQUATION. ----------------------------------------- UNIT NAME. ---------- THIS IS THE UNIT NAME AS IT APPEARS IN THE NATIONAL ORDER OF BATTLE,OR ARMED FORCES ORGANISATIONAL CHART.[NOTE] THIS NAME DOES NOT HAVE TO BE UNIQUE. CURRENT STRENGTH OF UNIT ------------------------ THIS NUMBER IS THE CURRENT STRENGTH,BEFORE HOSTILE CONTACT,OR BATTLE AS MEASURED IN STRENGTH POINTS(SPs). THIS IS AN ARBITARY NUMBER,DECIDED BY THE SCENARIO DESIGNER,BASED ON THE FIELD STRENGTH OF THE UNIT AND RANGES FROM 1-99. WHEN THIS NUMBER IS REDUCED TO ZERO,FOR WHATEVER REASONS,THE UNIT IS ELIMINATED FROM THE NATIONAL ORDER OF BATTLE AND IS NO LONGER DISPLAYED ON THE MAP. FURTHERMORE,THE UNITS CONTROLLING NATION IS SUBJECT TO A CORRESPONDING LOSS OF NATIONAL WILL. SEE -MCP- FOR SETTING THE EFFECT OF THE NATIONAL WILL CAUSED BY THE LOSS OF THE UNIT. IN THIS EXAMPLE THE 101ST AIRBORNES STRENGTH IS 10 SPs. TECH LEVEL EFFECT ----------------- EVERY UNIT IS CREATED WITH A TECHNOLOGICAL LEVEL THAT RANGES FROM (0) STONE AGE TO WORLD WAR III FUTURE (18). THE ATTACKERS TECH LEVEL IS COMPARED TO THE DEFENDERS TECH LEVEL AND THE SUPERIOR UNIT IS AWARDED A BONUS BASED ON THIS NUMBER. TECH LEVEL ADVANTAGE -------------------- THIS NUMBER IS THE BONUS AWARDED TO EACH UNIT THAT HAS A SUPERIOR TECH LEVEL.THIS BONUS IS MULTIPLIED FOR EVERY TECH LEVEL THAT THE SUPERIOR UNIT HAS ABOVE THE INFERIOR UNIT. THIS BONUS IS USER DEFINED AND MAY BE SET IN THE -MCP- TECH LEVEL EQUATION MODIFIER ---------------------------- THIS NUMBER,SET IN THE BATTLE EQUATION(SEE BELOW) REPRESENTS THE WEIGHING OF THE IMPORTANCE OF THE DIFFERENCE IN TECH LEVEL BETWEEN UNITS. FOR EXAMPLE,IF THIS THIS NUMBER IS SET TO 100 (100% OF THE RESULT OF THE EQUATION) THEN 100%(ALL) OF THE RESULTING NUMBER WILL BE ADDED TO THE RUNNING TOTAL OF THE BATTLE STRENGTH OF THE UNIT. IN THE ABOVE EXAMPLE, THE TECH LEVEL MODIFIER IS SET TO 20%,THEREFORE,THE RESULT OF THE TECH LEVEL EQUATION WILL BE MULTIPLIED BY 20% AND THE RESULT ADDED TO THE ORIGINAL ATTACKING UNITS STRENGTH POINTS. EFFECT OF ORDERS ---------------- THIS NUMBER,SET IN THE BATTLE EQUATION(SEE BELOW),REPRESENTS THE BONUS AWARDED FOR A UNIT ASSUMING ONE OF A NUMBER OF FORMATIONS. FOR EXAMPLE, AN ATTACKING GROUND UNIT WILL BE EITHER -MARCHING-ATTACKING- OR ASSAULTING. A DEFENDING UNIT WILL BE IN EITHER SCREEN,-DEFEND-HOLD AT ALL COSTS FORMATIONS. EVERY UNIT TYPE(GROUND,SEA,AIR,MISSILE OR ORBITAL) HAS A PREDEFINED NUMBER OF FORMATIONS, AND EACH FORMATION HAS A PRE-DEFINED COMBAT BONUS. THE VALUES OF THESE BONUSES ARE SET FOR THE USER(SEE BELOW). IN THIS EXAMPLE THE 101ST AIRBORNE IS IN ASSAULT FORMATION AND THE BONUS FOR THIS INFORMATION IS 150%. THE EFFECT OF ORDERS BONUS,MINUS 100% IN ORDER TO GET THE NET CHANGE,IS MULTIPLIED BY THE RUNNING TOTAL. [NOTE] THIS NUMBER MAY BE LESS THAN 100% AND THEREFORE IS NOT A BONUS AT ALL,BUT RATHER A LIABILITY. EFFECT OF ORDERS EQUATION MODIFIER ---------------------------------- THIS NUMBER,SET IN THE BATTLE EQUATION(SEE BELOW),REPRESENTS THE WEIGHTING OF THE IMPORTANCE OF THE EFFECT OF ORDERS BONUS.FOR EXAMPLE,IF THIS NUMBER IS SET TO 100(100% OF THE RESULT OF THE EQUATION)THEN 100%(ALL)OF THE RSULTING NUMBER WILL BE ADDED TO THE RUNNING TOTAL OF THE BATTLE STRENGTH OF THE UNIT. IN THE ABOVE EXAMPLE,THE EFFECT OF ORDERS MODIFIER IS SET TO 16%,THEREFORE THE RESULT OF THE EFFECT OF ORDERS EQUATION IS MULTIPLIED BY 16% AND THE RESULT ADDED TO THE ORIGINAL ATTACKING UNITS RUNNING TOTAL WHICH IS DISPLAYED TO THE RIGHT SIDE OF THE EQUAL SIDES OF THE EQUATION. [NOTE] THE BATTLE EQUATION IS NOT DISPLAYED IN THE NATIONAL TYPEFACE.THIS IN THE INTEREST OF CLARITY. TERRAIN MODIFIER ---------------- EVERY UNIT TYPE(THERE MAY BE UP TO 40 DIFFERENT UNIT TYPES FOR EVERY SCENARIO)HAS BEEN CROSS-INDEXED WITH ITS ABILITY TO ATTACK(OR DEFEND) IN THE 16 TERRAIN TYPES. THIS IS SET UP AT THE TIME THE SCENARIO IS CREATED. IN THIS EXAMPLE. THE UNIT TYPE,AMERICAN PARATROOPERS,IS CROSSED-INDEXED WITH ATTACKING ACROSS ROUGH TERRAIN AND THE RESULT(90)MINUS 100% IN ORDER TO GET NET CHANGE, IS MULTIPLIED BY THE RUNNING TOTAL. [NOTE] THE TERRAIN TYPE OF THE DEFENDING SQUARE DETERMINES THE TERRAIN TYPE. THE SAME CALCULATION IS MADE FOR THE DEFENDING UNIT, THOUGH A DIFFERENT TABLE IS USED FOR CALCULATING THE EFFECT OF TERRAIN ON DEFENSE. TERRAIN EFFECT EQUATION MODIFIER -------------------------------- THIS NUMBER,SET IN THE BATTLE EQUATION(SEE BELOW)REPRESENTS THE WEIGHTING OF THE IMPORTANCE OF THE TERRAIN EFFECT BONUS. FOR EXAMPLE, IF THIS NUMBER IS SET TO 100(100% OF THE RESULT OF THE EQUATION)THEN 100%(ALL)OF THE RESULTING NUMBER WILL BE ADDED TO THE RUNNING TOTAL OF THE BATTLE STRENGTH OF THE UNIT.IN THE ABOVE EXAMPLE,THE TERRAIN EFFECT MODIFIER IS SET TO 16%,THEREFOE, THE RESULT OF THE TERRAIN EFFECT EQUATION WILL BE MULTIPLIED BY 16% AND THE RESULT ADDED TO THE ATTACKING UNITS RUNNING TOTAL WHICH IS DISPLAYED TO THE RIGHT SIDE OF THE EQUAL SIGN OF THE EQUATION. MORALE LEVEL ------------ ALL UNITS HAVE A MORALE LEVEL THAT RANGES FROM 0(BROKEN) TO 9(FANATICAL) [NOTE] THE MORALE LEVEL OF A VICTORIOUS UNIT IS RAISED BY 1 POINT AFTER A BATTLE,WHILE THE MORALE OF A DEFEATED UNIT IS DEDUCTED 1. THE NUMBER DISPLAYED IS THE DIFFERENCE BETWEEN THE ATTACKERS AND DEFENDERS MORALE. IN THIS EXAMPLE THE 101ST AIRBORNES MORALE LEVEL IS 4 POINTS HIGHER THAN THE DEFENDERS. MORALE LEVEL ADVANTAGE ---------------------- THIS NUMBER IS THE BONUS AWARDED TO THE UNIT THAT HAS A SUPERIOR MORALE LEVEL.THIS BONUS IS MULTIPLIED FOR EVERY MORALE LEVEL HAT THE SUPERIOR UNIT HAS ABOVE THE INFERIOR UNIT. THIS BONUS IS USER DEFINED AND MAY BE SET IN THE -MCP-.IN THIS EXAMPLE,THE BONUS IS 2. MORALE LEVEL EQUATION MODIFIER ------------------------------ THIS NUMBER,SET IN THE BATTLE EQUATION (SEE BELOW)REPRESENTS THE WEIGHTING OF THE IMPORTANCE OF THE DIFFERENCE IN MORALE LEVEL BETWEEN UNITS. FOR EXAMPLE, IF THIS NUMBER IS SET TO 100(100% OF THE RESULT OF THE EQUATION)THEN 100%(ALL)OF THE RESULTING NUMBER WILL BE ADDED TO THE RUNNING TOTAL OF THE BATTLE STRENGTH OF THE UNIT. IN THE ABOVE EXAMPLE,THE MORALE LEVEL EQUATION MODIFIER IS SET TO 12% AND THE RESULT ADDED TO THE ATTACKING UNITS RUNNING TOTAL WHICH IS DISPLAYED TO THE RIGHT SIDE OF THE EQUAL SIGN OF THE EQUATION LEADERSHIP LEVEL ---------------- ALL UNITS HAVE A LEADERSHIP LEVEL THAT RANGES FROM 0(INCOMPETENT) TO 9(GENERAL) THE NUMBER DISPLAYED IS THE DIFFERENCE BETWEEN THE ATTACKERS AND DEFENDERS MORALE. IN THIS EXAMPLE,THE 101ST AIRBORNES LEADERSHIP LEVEL IS 1 POINT HIGHER THAN THE DEFENDERS. LEADERSHIP LEVEL MULTIPLIER --------------------------- THIS NUMBER IS THE BONUS AWARDED TO A UNIT THAT HAS A SUPERIOR LEADERSHIP LEVEL. THE NUMBER DISPLAYED IS MULTIPLIED FOR EVERY LEADERSHIP LEVEL THAT THE SUPERIOR UNIT HAS ABOVE THE INFERIOR UNIT. THIS BONUS IS USER DEFINEABLE AND MAY BE SET IN THE -MCP-.IN THIS EXAMPLE,THE BONUS IS 50. LEADERSHIP LEVEL EQUATION MODIFIER ---------------------------------- THIS NUMBER,SET IN THE BATTLE EQUATION(SEE BELOW)REPRESENTS THE WEIGHTING OF THE IMPORTANCE OF THE DIFFERENCE IN LEADERSHIP LEVELS BETWEEN UNITS. FOR EXAMPLE,IF THIS NUMBER IS SET TO 100(100% OF THE RESULT OF THE EQUATION)THEN 100%(ALL)OF THE RESULTING NUMBER WILL BE ADDED TO THE RUNNING TOTAL OF THE BATTLE STRENGTH OF THE UNIT.IN THE ABOVE EXAMPLE. THE LEADERSHIP LEVEL EQUATION MODIFIER IS SET TO 10%,THEREFORE THE RESULT OF THE LEADERSHIP LEVEL EQUATION WILL BE MULTIPLIED BY 10% AND THE RESULT ADDEED TO THE ATTACKING UNITS RUNNING TOTAL WHICH IS DISPLAYED TO THE RIGHT SIDE OF THE EQUAL SIGN OF THE EQUATION EXPERIENCE LEVEL ---------------- ALL UNITS HAVE AN EXPERIENCE LEVEL THAT RANGES FROM 0(NTRAINED) TO 9(ELITE) [NOTE] THE EXPERIENCE LEVEL OF BOTH UNITS IS RAISED BY 1 POINT AFTER BATTLE,REGARDLESS OF THE OUTCOME. THE NUMBER DISPLAYED IS THE DIFFERENCE BETWEEN THE ATTACKERS AND DEFENDERS EXPERIENCE. IN THIS EXAMPLE,THE 101ST`S LEVEL IS 2 POINTS HIGHER THAN THE DEFENDER`S. EXPERIENCE LEVEL ADVANTAGE -------------------------- THIS NUMBER IS THE BONUS AWARDED TO A UNIT THAT HAS A SUPERIOR EXPERIENCE LEVEL. THIS BONUS IS MULTIPIED FOR EVERY EXPERIENCE LEVEL THAT THE SUPERIOR UNIT HAS ABOVE THE INFERIOR. THIS BONUS IS USER DEFINED AND MAY BE SET IN THE -MCP-.IN THIS EXAMPLE,THE BONUS IS 2. EXPERIENCE LEVEL EQUATION MODIFIER ---------------------------------- AS IN ALL THE OTHER EQUATION MODIFIERS(READ ANY ABOVE) - EXCEPT THE % IS 10% RANDOM ------ THIS NUMBER,SET BY THE USER IN THE -MCP-,IS BETWEEN 0-99.IT REPRESENTS THE RANDOM OCCURENCES THAT TAKE PLACE IN A BATTLE.IN THIS EXAMPLE THE NUMBER RETURNED WILL BE LESS THAN 50. RANDOM EQUATION MODIFIER ------------------------ AS IN ALL THE OTHER EQUATION MODIFIERS(READ ANY ABOVE) - EXCEPT THE % IS 0% UNIT TYPE ATTACKING,CROSS MATRIX -------------------------------- EVERY UNIT TYPE(THERE MAY BE UP TO 40 INDIVIDUAL UNIT TYPES FOR EVERY SCENARIO)HAS BEEN CROSS-INDEXED.THIS IS SET UP AT THE TIME THAT A SCENARIO IS CREATED. THESE VALUES ARE BASED ON FIREPOWER OF THE UNIT TYPES. IN THIS EXAMPLE,THE UNIT TYPE,AMERICAN PARATROOPERS,IS CROSS INDEXED AGAINST GERMAN STATIC INFANTRY AS HAVING 150% EFFECIENCY OR FIREPOWER RATING. UNIT TYPE DEFENDING,CROSS MATRIX -------------------------------- THIS NUMBER IS MULTIPLIED BY THE RUNNING TOTAL AND THE RESULT IS DISPLAYED TO THE RIGHT OF THE EQUAL SIGN. OVERALL COMBAT RATIO -------------------- THIS UNIT COMPARES THE END RESULT F THE ATTACKING UNITS RUNNING TOTAL WITH THE DEFENDING UNIT`S RUNNING TOTAL. THIS NUMBER IS USED TO CROSS-INDEX THE CASUALTY CHARTS THAT ARE USER DEFINED IN THE -MCP- CASUALTIES ---------- THIS IS THE NUMBER OF STRENGTH POINTS(SPs) SUBTRACTED FROM THE ATTACKING UNIT.THIS NUMBER IS USER DEFINED IN THE -MCP-. IN THIS EXAMPLE THE 101ST LOST 1SP. CURRENT STRENGTH ---------------- THIS IS THE CURRENT STRENGTH,AFTER BATTLE,OF THE UNIT THAT ISSUED THE REPORT TO THE NATIONAL COMMANDING GENERAL. IN THIS EXAMPLE,THE CURRENT STRENGTH OF THE 101ST AFTER THE BATTLE IS 9SPs. ------------AND THATS YER LOT-----HOPE IT HELPS YOU-------SCOOTER-------------