ejb@think.ARPA (Erik Bailey) (05/03/86)
------------------cut here, and paste to prev-------------------
2: Actively, by investing money in counter-espionage. This
will NOT prevent the enemy's spies from getting the
information, but as soon as he knows something, you will
be notified exactly what information fell into the
enemy's hands. Unfortunately, this counter-espionage is
not spy-proof. The enemy can discover that you know
already about his hard-acquired information by investing
in counter-counter-espionage. This can go on and on, but
it seems that after a certain point, knowing that the
enemy KNOWS something is of little importance, for the
facts are (possibly) much different by that time.
_2._5. _T_i_m_e
The GSY (Galactical Standard Year) is the time refer-
ence for you and your enemy. Each GSY has 100 GSDs (Galacti-
cal Standard Day). The current time is updated at the end of
each command. Some commands are carried out immediately,
while other take time to be completed. The following events
are time consuming, and their effect is only evident at the
end of the year:
Tax payment, ALM activation, mining metals, buiding new
ships, gathering more knowledge, updating the population
size and espionage reports.
A GSY equals about 3 minutes of Earth time. However,
to enable the players to speed up things if they so wish, a
NEW YEAR will arrive also in case that BOTH players have
given the "ny" command (see the "ny" command section).
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_2._6. _T_h_e _B_a_t_t_l_e
Any attempt to land upon an enemy-occupied planet will
result in immediate battle. The balance between the fight-
ing forces determines the outcome of the battle. Usually any
X-type HAWK equals another X-type HAWK, so that when engaged
in fighting the two ships will destroy each other. If the
fighting is between unequal levels, the (X+1)-type is twice
stronger then X-type. For example, if a B-type ship fights
against an A-type ship, the A-type will be destroyed and the
B-type will remain intact. But if 2 A-type ships fight 1 B-
type ship - the two forces will destroy each other. If a
ship is hit in a battle, it is totally destroyed, and what-
ever it carries is lost. The above rules hold in cases that
the base of the attacking ships is exactly 1 planet apart
from their target. If they had to travel a longer distance,
their combat efficiency decreases. There is a possibility
that a defending ship will destroy an attacking one, of the
SAME level, without getting hurt. These chances increase
significantly at distances longer then 4. If you succeed in
conquering a planet, all its residents become your slaves.
If there were any slaves there, they are freed, for they are
your citizens once captured. Any metal digged now belongs to
you. However, if it is a scientific planet, the knowledge
there will be A-level only. The scientists had enough time
to destroy all the evidence for higher knowledge.
_2._7. _C_a_p_t_u_r_i_n_g _a _p_l_a_n_e_t _w_i_t_h_o_u_t _v_i_o_l_e_n_c_e.
To capture a planet you have to control ALL the planets
that have DIRECT access to that planet. That is, there is no
route between the enemy's capital and the to-be-captured
planet that doesn't go through one of your planets. If you
succeed, all the goods that are on that planet (even
knowledge) are now yours. The planet's inhabitants, includ-
ing soldiers, will become your slaves - to labor as miners.
(You cannot use the enemy's ships. Their body is different,
and all the survival means are totally alien to you).
_3. _L_e_t'_s _g_e_t _s_t_a_r_t_e_d.
_3._1. _T_h_e _s_c_r_e_e_n.
The screen is divided into two areas. The upper area
presents the map shown above. You can see two galaxies. One
is yours and the other is the enemy's. Each galaxy consists
of three nested circles of planets and the Capital in their
center. Between them there are some stars which (at the
beginning of the game) don't belong to either of you. This
area is called the intergalactical area. The lower part of
the screen is used for communication between you and your
faithful Head of Administration. All the commands are given
to him. He is the channel through which all the information
to you is reported, and all your commands properly delivered
June 7, 1985
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to your subjects scattered throughout the galaxy. The
information that is constantly kept updated beneath the map
is the name of the planet under cursor, the amount of money
left and the current year. Another line is dedicated to
messages sent to you by the enemy and other information that
is reported to you. Usually this information is independent
of the last issued command. The messages are displayed one
after the other. It takes about three commands for the next
message to show up, but if the '-' key is pressed, the next
message (if existent) will be displayed immediately. You
are prompted with '-More-' whenever there is another mes-
sage waiting. Also note that the terminal's bell rings when
a new message has arrived.
_3._2. _M_o_v_i_n_g _t_h_e _c_u_r_s_o_r.
If the cursor is within one of the circles in a galaxy,
you can either move along the circle's radius, or along its
perimeter. As a rule, the numerical keypad is used as a
direction indicator. For example the '8' points north, the
'6' east and the '1' south-west. The '.' will move you
clockwise, while the ',' counter-clockwise. The '5' key,
which is in the middle, will flip over the page (if the ter-
minal has this capability) so that the information on the
other side can be reexamined. To visualize things better,
here is the representation of the keypad, as used by the
program. If the terminal lacks keypad - use imagination.
7 8 9
4 5 6
1 2 3
If the cursor is on one of the stars between the two
galaxies, you can move to all directions but usually not
diagonally. (The allowed routes in this area are marked on
the map below). If a key other then numeric is pressed,
this is interpreted as a character belonging to a command.
Thereupon the cursor will move down to the line marked 'Com-
mand: '. If at any time you wish to return to the Map sec-
tion, press the 'esc' key. To return back you can either
press the 'esc' key again, or simply continue the command.
(The latter case holds only if the character typed is NOT
numeric.)
_3._3. _T_h_e _c_o_m_m_a_n_d_s
Many commands require the specification of a planet on
which the intended activity is to take place. By default,
the planet that the cursor is currently on - is the subject
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of the command. At any time you can have it's name printed
on the command line by pressing cntr/p . If you want to
specify another planet you can either move the cursor to it
or give its coordinates in Space:
The left galaxy is abbreviated L, the right R and the in-
between region C. In a galaxy the circles are numbered 0-3,
with the center at 0. The planets are numbered 0-7 in cir-
cles 1-2 and 0-9 and a-f in circle 3. The planet at the
hour-12 position is the 0 number, and the rest have consecu-
tive numbers CLOCKWISE. In the center part, there are 7 rows
of planets, numbered 0-6 top to bottom. In each row there
are 3 or 5 planets, numbered 0-4 LEFT to RIGHT in the first
and the last row, and 1-3 in the rest. To clarify the
matter, here is the map with some planets' names written
next to them. The allowed routes in the intergalaxy region
are marked too.
l30 c00 c02 r30
l3f * ---------_#-----#----#----#-----#_-------- @ r31
* *--^^ | | | ^^--@r3f @
l3e c11 | |
* * * ------#----#----#------ @r3e @ @
l3d l27 l21 | | |
* * * * ----#----#----#---- @ @ @ @
* | | | @ r11
l3c l17* * l34 | c32 | r26 @ @
* * * * * * * ---#----#----#--- @ @ @ @ @ @ @
* *l13 | | | @ @
l3b * | | c43 @
* * * * ----#----#----#---- @ @ @ @
l3a | | |
* * * -------#----#----#c53--- @ @ @
l24 | | | r39
l39* *---___ | | | ___--@ @
* ----------#-----#----#----#-----#--------- @
l38 c60 c64
_3._4. _H_e_l_p - _G_e_t _o_n_l_i_n_e _h_e_l_p _d_u_r_i_n_g _t_h_e _g_a_m_e.
With so much information to process, no wonder that you
will occasionly feel lost. The "help" command enables you to
receive most of this manual on the screen during the game.
Format and examples:
help Get a description of the available
"help" options.
help os Get the manual entry for the "os" com-
mand.
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help -espionage Get the manual explanation of the
espionage factor in this game.
_3._5. _O_s - _R_e_p_o_r_t _a_n _O_v_e_r_a_l_l _S_t_a_t_i_s_t_i_c_s.
At any time, you can ask for an overall evaluation of
your situation. You will receive the statistics concerning
your financial, military and population position. You can
add 1 or more characters to the command (see examples
below). As a result, the planets with the attribute speci-
fied in your command will change their map representation so
that they are easily distinguished from the rest. If the
situation has changed since the last command with the same
parameters, the planet representation defaults to the origi-
nal one (shown on the map above).
Note that the characters can be combined. Especially useful
is the combination that starts with 'n'. This restores the
whole map to the original representation, so that any
changes are easily noted.
Format and examples:
os Report a numeric overview of the situa-
tion.
os a Show on the map the planets that you
have trapped with ALM's.
os b Show on the map which planet was
"blacked out".
os c Show on the map where construction of
new ships is in progress.
os d Show on the map where detect-movement
devices were installed.
os e Show on the map enemy's planets to which
spies have been sent.
os f Show on the map the planets with your
ships on them.
os F Show on the map the planets with your
fighters on them.
os i Show on the map which of your planets
have counter-espionage.
os k Show on the map where you have knowledge
better then A.
os m Show on the map where are your missiles.
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os n Restore the map to it's original
representation.
os o Show on the map which planets you own.
os p Show on the map where anti-detection
paint was invested.
os s Show on the map which planet has special
category.
_3._6. _P_s - _R_e_p_o_r_t _t_h_e _P_l_a_n_e_t _S_i_t_u_a_t_i_o_n.
Information about any particular planet is also always
available, and you can have its full description reported to
you. The description will include details on the properties
of the planet, its military and economic situation and its
inhabitants. Of course, asking about a planet that doesn't
belong to you might result in very little information. If
espionage reports are needed, they should be explicitly
requested.
Format and examples:
ps Report about the planet under cursor
(called "current").
ps i Report espionage results in the current
planet.
ps c50 Report about planet c50.
ps c50 i Report espionage results in planet c50.
_3._7. _E_n - _E_n_q_u_i_r_e _a_b_o_u_t _a _p_l_a_n_e_t.
Using this command you can invest money in espionage.
You have to specify the planet, the level of espionage, the
specific issue of interest and the amount of money dedicated
to that purpose. Note that some espionage assignments are
easier to carry out, and thus will require less money than
others. The topics that can be subjects of enquiry are:
The kind of planet (s), planet's population (p),
planet's knowledge level (k), amount of metal (t), number
and type of ships there (f), number of ALMs installed (a),
number and type of missiles (m).
As for the level. Sending spies to get information as
per above is called "zero level" (it need not be specified).
Setting counter-espionage for that level is ALSO "zero
level". When the enemy wishes to establish a counter-
counter-espionage it will be called "first level". This
level represents for the defender the "counter-counter-
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counter-espionage" and so on.
Format and examples:
en f 20 Set spies on current planet, level zero,
check out the forces there, investing 20
tellers.
en c50 s 20 Set spies on c50, level zero, report
planet's status investing 20 tellers.
en c50 1 p 20 Set spies on c50, first level, report
the population status investing 20 tell-
ers.
_3._8. _B_o - _B_l_a_c_k _o_u_t _a _p_l_a_n_e_t.
This command enables you to make life harder for the
enemy's spies and detective devices. By blacking out a
planet, the amount of time and money needed to obtain infor-
mation is increased. You can black out ANY planet, provided
that you have landed on it. This includes planets on which
you plan to install ALMs when leaving. Note again that this
command can be given only while your forces are ON the
planet.
Format and examples:
bo 20 Black out the current planet, investing
20 tellers.
bo c50 20 Black out planet c50, investing 20 tell-
ers.
_3._9. _A_s - _A_s_s_i_g_n _p_e_o_p_l_e _f_r_o_m _o_c_c_u_p_a_t_i_o_n _t_o _o_c_c_u_p_a_t_i_o_n.
If you want to change the balance of manpower among the
various occupations on any of your planets, you can give the
As command. You start with Citizens and Fighters, but you
can add Scientists, Miners and Builders as need arises. If
you have succeeded to take slaves- they can be assigned to
work ONLY in the mines. Remember, however, that they cannot
be trusted even with such simple work. In order for them to
produce anything there must be at least 1 miner from your
population to supervise them.
Format and examples:
as 20 c f Assign from current planet 20 citizens
to fighters.
as c50 20 c s Assign from c50 20 citizens to scien-
tists.
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as c50 20 m b Assign from c50 20 miners to builders.
_3._1_0. _B_s - _B_u_i_l_d _s_h_i_p_s.
With this command the builders will start working on
the construction of new ships. The command specifies the
planet on which the construction will take place, the level
and no. of ships to be built and the money assigned for that
purpose. If any of prerequisites for ship construction is
absent, the work will not start. However, it is not neces-
sary that the material and/or the money needed to accomplish
ALL the work be available at the time that the command is
given.
Format and examples:
bs 2a 20 Build on the current planet 2 A-type
ships, investing 20 tellers.
bs c50 2a 20 Build on c50 2 A-type ships, investing
20 tellers.
bs 2a Build 2 A-type ships on the current
planet, using money already provided.
bs c50 t 20 Add 20 tellers to cover building ships
expenses on planet c50.
_3._1_1. _S_m - _S_e_t _m_i_s_s_i_l_e_s.
Missiles are defense weapons. Once installed on a
planet, they cannot be transferred elsewhere. They can
intercept and destroy any enemy ship that tries to land on
that planet, as well as passing by ships. An A-type missile
destroys A-type ship , B-type missile destroys B-type ship
etc. B-type missile destroys 2 A-type ships, etc. As with
ship construction, the knowledge for better missiles should
be available before any attempt at setting them. Also, there
must be enough soldiers to carry out the work.
Installing missiles does not ensure their operation.
Their activation depends on detecting the enemy's movement.
If not enough money was invested in detecting devices, the
enemy can even land on the planet without interference from
the missiles ( see the "dt" command for details).
Format and examples:
sm 2a Set on the current planet 3 A-type mis-
siles.
sm c51 2a Set on c51 2 A-type missiles.
sm c51 2a 4b Set on c51 2 A-type and 4 B-type
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missiles.
_3._1_2. _F_d - _F_e_e_d _t_h_e _p_o_p_u_l_a_t_i_o_n.
With this very general command you can make your people
happy, content and highly motivated, or ill-tempered good-
for-nothing slobs. Not only food, but all the necessities
are acquired with the money you put aside with this command.
If the available money does not suffice to feed the entire
population, the priority is: Fighters(f), scientists(s),
builders(b), miners(m) and slaves(v). Citizens support them-
selves, so there is no need to feed them.
Format and examples:
fd 20 Invest 20 tellers to feed the popula-
tion.
_3._1_3. _T_r - _I_n_v_e_s_t _i_n _t_r_a_d_e.
Investing money in trade can be of great help. A good
trading year can bring a 5-25 percent profit. The drawback
is, of course, that the money will be available only the
NEXT year. The profit percent highly depends on the number
of planets under your control. If the number is higher than
the original number, 0.5 percent is added per conquered
planet. If not, you will have the minimal profit only.
Format and examples:
tr 20 Invest 20 tellers in trade.
_3._1_4. _R_t - _R_e_t_r_i_e_v_e _m_o_n_e_y _g_i_v_e_n.
Sometimes (too often) we all make typing mistakes.
This command enables a player to recover from SOME of them.
If too much money was given to feed the population(f),
trade(t), blackout(b) or buiding ships(s), it may be
retrieved, with some lose. Note that these are the only
instances that recovery is possible.
Format and examples:
rt 1000 t
Retrieve 1000 Tellers from trade investment.
rt 1000 f
Retrieve 1000 Tellers from food given.
rt 1000 b c50
Retrieve 1000 Tellers from blackout investment at
planet c50.
rt 1000 s
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Retrieve 1000 Tellers from ship building investment on
current planet.
_3._1_5. _T_k - _T_a_k_e _p_e_o_p_l_e _o_r _e_q_u_i_p_m_e_n_t.
The Tk command enables you to take people or equipment
from a specified planet and move them to another planet. If
you intend to move people, you specify their occupation and
number. An A-type HAWK can carry 128 persons (in addition
to the regular crew) a B-type HAWK carries 256 etc. In
addition, A-type HAWK can carry mining products sufficient
to build another A-type HAWK. To carry the material for a
B-type HAWK, you need either 2 A-type HAWKs or a B-type HAWK
etc. The amount of mining material is specified by A-type
HAWKs quantities. The only commodity that doesn't raise any
transportation problems is knowledge. Any type HAWK can
carry any type of knowledge. When a MOVE command is given
(see Mv), the maximum amount of people and material is
loaded onto the departing ships. The priority when loading
people is given by the order specified in the Feed command.
(see Fd) .
Format and examples:
tk 20 s Take from current planet 20 scientists.
tk c50 20 m Take from c50 20 miners.
tk c50 k Take from c50 it's knowledge.
tk c50 20 t Take from c50 mining products for 20 A-
type HAWKs.
_3._1_6. _M_v - _M_o_v_e _f_o_r_c_e_s _f_r_o_m _p_l_a_n_e_t _t_o _p_l_a_n_e_t.
This command enables you to move from planet to planet.
For this end, you specify the base planet, the destination
planet, the direction and the force to be moved. You can
travel with a single command to any planet that is on a
"straight" line. For example, the following routes are pos-
sible:
From c64 to l38, from r31 to r39, from l27 to l36 etc.
However, the following are NOT possible (with a single com-
mand):
From l17 to l25, from c31 to c20, from r30 to c52 etc.
If it is possible to move from a given planet to
another via more than one permissible route, the exact
direction of movement may be specified. The direction
specification is done with the same character used to move
the current planet pointer on the screen (see section 3.2),
preceded by the '>' character. If direction is not given, a
June 7, 1985
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straight line direction will be chosen, whenever possible.
If any Tk commands were given to the base planet, the people
and/or the material specified will be moved with the force
mentioned in the Mv command. Note that the Mv command is in
fact a LAND command on the destination planet.
Format and examples: (Assuming that the current planet
is l00)
mv -c31 3A Move from current planet to c31 3 A-
type HAWKs.
mv l3e - 3a Move from l3e to the current planet 3
A-type HAWKs.
mv l24 -l20 >8 6A 4B C Move from l24 to l20 6 A-type, 4 B-
type and 1 C-type, going "north".
_3._1_7. _L_v - _L_e_a_v_e _p_e_o_p_l_e _a_n_d/_o_r _m_a_t_e_r_i_a_l _a_t _l_o_c_a_t_i_o_n.
The Lv command enables you to leave on a planet any-
thing that you have taken with the Tk command. When leaving
knowledge, it is possible that the knowledge will still
transportable by giving the `k' parameter. If the knowledge
is intended to be left on the planet without any intention
to move it furter, then `K' (upper case) should be
specifyied.
Format and examples:
lv 20 s Leave on current planet 20 scientists.
lv c50 20 m Leave on c50 20 miners.
lv c50 k Leave on c50 the knowledge previously
taken, enabling it's movement to other
planets.
lv c50 K Leave on c50 the knowledge previously
taken.
lv c50 20 t Leave on c50 mining products for 20 A-
type HAWKs.
_3._1_8. _D_t - _I_n_s_t_a_l_l _d_e_t_e_c_t _m_o_v_e_m_e_n_t _d_e_v_i_c_e_s.
You cannot prevent the enemy from passing by one of
your planets. However, you can be notified when it happens.
Giving the Dt command will install at a specified planet
special Movement Detection devices. They cannot accurately
report WHAT had passed, but only that movement occurred. As
time passes, this devices have a tendency to deteriorate,
and after several years they will be completely ineffective,
if maintenance (money) is not provided.
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Format and examples:
dt 20 Invest at current planet 20 tellers to
detect movement.
dt c50 20 Invest at c50 20 tellers to detect move-
ment.
_3._1_9. _N_d - _P_a_i_n_t _s_h_i_p _w_i_t_h _a_n_t_i _d_e_t_e_c_t_i_o_n _p_a_i_n_t.
There is something you can do to prevent the enemy from
detecting your movement in hyper space. You can paint your
ships with an Anti-Magnetic-Glare paint. The effectiveness
of this paint is proportional to the no. of paint layers.
The only drawback (apart from the money involved), is that
the paint wears off when traveling in hyper space. To
repaint the ships you have to land first. The detection
probability is proportional to the AMG paint condition com-
pared with the strength of the detection devices.
Note that with the money provided the paint is only pur-
chased. The actual painting will be done only after the
"Mv" command was given, so that the paint will have the max-
imum effect. There is no paint left after the "Mv" command
execution.
Format and examples:
nd 20 Buy AMG paint at current planet with 20
tellers.
nd c50 20 Buy AMG paint at c50 with 20 tellers .
_3._2_0. _L_m - _L_a_y _o_u_t _A_n_t_i-_L_a_n_d_i_n_g-_M_i_n_e_s (_A_L_M).
Any planet can be transformed into a deadly trap. Lay-
ing down the mines is a costly action, not lesser then their
deactivation. In order to lay the mine, (or mines), you
have to LAND on the planet. Only then can you install the
mines. These devices become active one year after their
installation. So, you must leave immediately. Any human form
remaining longer then a year will be totally disintegrated.
Format and examples:
lm 2 Install on current planet 2 ALMs.
lm c50 3 Install on c50 3 ALMs.
_3._2_1. _D_m - _D_e_a_c_t_i_v_a_t_e _A_n_t_i-_L_a_n_d_i_n_g-_M_i_n_e_s (_A_L_M).
If you are at a short distance from a mined planet,
(one traveling planet apart in ANY direction), you can try
and deactivate the ALMs. It is better to know in advance HOW
MANY of those devices were laid on that planet, in order to
June 7, 1985
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deactivate them all. Remember that even one ALM can destroy
a whole armada, if it tries to land. If the mines were
installed by yourself, you know their exact number and loca-
tion, so that the deactivating process is less expensive.
Format and examples:
dm 2 Deactivate at current planet 2 ALMs.
dm c50 3 Deactivate at c50 3 ALMs.
_3._2_2. _W_r - _W_r_i_t_e _a _m_e_s_s_a_g_e _t_o _t_h_e _e_n_e_m_y.
You can ask/blame/tell your opponent anything you want
by writing him a message. The message should be one line
long. You can write as many as you wish. If you intend to
communicate with him, be patient until he answers back.
Format and examples:
wr Shall we take a break and save the game??
_3._2_3. _S_v - _S_a_v_e _t_h_e _g_a_m_e.
Since this is a game for two players, one session may
not be enough for finishing the game. If one partner wishes
to save the game
and gives the "Sv" command, his opponent will be notified.
If offer accepted, the game will be saved. (You need two to
Tango.) If a "year" had passed and no positive answer was
given, then the TWO players have to agree on saving the
game. If no parameter is given, the game will be saved
under the name "galaxy.save". If a file name was specified,
the game will be saved under this name.
Format and examples:
sv ~john/games/john_vs_michel
_3._2_4. _R_s - _R_e_s_t_o_r_e _a _s_a_v_e_d _g_a_m_e.
After lunch is over, and you wish to continue a saved
game, give the "restore" command, using the same file name
that you used when saving it. As with "save", both players
must agree.
Format and examples:
rs ~john/games/john_vs_michel
_3._2_5. _M_e_n_u - _S_e_e _s_u_m_m_a_r_y _o_f _a_l_l _a_v_a_i_l_a_b_l_e _c_o_m_m_a_n_d_s.
In case you forget the commands, or their format, you
can have them displayed in a short form. This is NOT a
June 7, 1985
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comprehensive help. To get such help, type "help <command
name>".
Format and examples:
menu
_3._2_6. _M_p - _R_e_d_r_a_w _t_h_e _m_a_p _o_f _t_h_e _g_a_m_e.
If your terminal gets messages from other users, and
the galaxies look a mess, you can rectify things easily by
the "map" command. The original map will be displayed,
clearing everything else.
Format and examples:
mp
_3._2_7. _N_n - _A_s_k _f_o_r _a _b_r_e_a_k _i_n _g_a_m_e.
The galaxy game tends to be rather long. If a break is
needed, then giving the "Nn" command (NO new year) the time
will freeze. While break is activated, all commands are
executable except for "Mv". To resume playing, use the "Ny"
command.
Format and examples:
nn
_3._2_8. _N_y - _A_s_k _f_o_r _a _n_e_w _y_e_a_r.
It may happen that you don't find anything useful to
perform during a current GSY, and all you do is wait for it
to end. By giving the "Ny" command you can shorten this
interval. Of course, in order for the command to be effec-
tive, BOTH players must agree by giving the same command. No
report is send to the enemy that you have given the command,
so that each player decides on his own. In addition, this
commands resumes a stoped game (by "Nn").
Format and examples:
ny
_3._2_9. _Q_t - _Q_u_i_t _t_h_e _g_a_m_e.
If you wish to discontinue the game without losing
face, you can give this command. However, your partner
should feel the same and agree too by giving the same com-
mand. Automatic canceling of this command takes place at the
beginning of a new year. Giving the command AGAIN within
the same year has the same effect.
June 7, 1985
- 18 -
Format and examples:
qt
_3._3_0. _G_u - _G_i_v_e _u_p _t_h_e _g_a_m_e.
If you feel that all is lost, or you got tired of the
game, you may surrender. Naturally, this will be considered
a loss, and your opponent will be credited for that. There
is no "back up" to that command, so make sure that this is
truly your intention.
Format and examples:
gu
_3._3_1. _C_p - _C_h_a_n_g_e _p_l_a_y_e_r.
This command is only permissible during practice ses-
sions. Practice sessions are designed to let one player get
familiar with the game by playing the roles of BOTH sides
and thus to get acquainted with all the relevant aspects of
the game from both sides. See 'man galaxy' for specifica-
tions.
Format and examples:
cp Assume the role of the "other" side.
June 7, 1985
- 19 -
Summary of the commands:
Os Report overall statistics.
Ps Report the planets situation.
En Enquire about a planet (espionage).
Bo Black out a planet.
As Assign people from occupation to occupation.
Bs Build new ships.
Sm Set missiles on a planet.
Fd Feed the population.
Tr Invest in trade.
Tk Take forces or equipment from location.
Mv Move forces from planet to planet.
Lv Leave them at another location.
Dt Install detect movement device.
Nd Paint ship with anti detection paint.
Lm Lay out Anti-Landing-Mines (ALM).
Dm Deactivate Anti-Landing-Mines (ALM).
Wr Write a message to the opponent.
Mp Redraw the map of the game.
Sv Save the game.
Rs Restore a previously saved game.
Qt Ask opponent to abort session.
Nn Ask for a break in game.
Ny Ask the opponent to cause a new year.
Gu Quit and admit defeated.
Cp Change player.
menu Get the command list.
June 7, 1985
- 20 -
help Get help on commands and concepts.
June 7, 1985
- 21 -
Acknowledgments
Many thanks to the people in the computer lab of Tel
Aviv University. Specially helpful (and encouraging) were
Nir Peleg, On Paradise and Robert Segall.
Ina Weiner did a wonderfull job editing this document.
Virtually every sentence here bears her mark.
Among the many that were asked to advise, criticize and
debug at various stages of the game creation are Dany
Breslauer, Danny Khen, Arie Blumenzweig, Igal Shapira, Oren
Ben-kiki and Ury Jamshy. We heartly thank them for the time
they spent and the patience they (usually) had for our
requests.
Our address:
{mrdch,amnnon}@taurus (BITNET)
{mrdch,amnnon}@taurus.bitnet@berkely (ARPA)
{mrdch,amnnon}%taurus.bitnet@wiscvm.ARPA (CSNET)
and if all fails, then
...!decvax!humus!taurus!{mrdch,amnnon} (UUCP)
Mordechai Chachamu
Amnnon Horowits
June 7, 1985
SHAR_EOF
if test 42827 -ne "`wc -c Galaxy.nrf`"
then
echo shar: error transmitting Galaxy.nrf '(should have been 42827 characters)'
fi
echo shar: extracting Makefile '(82 characters)'
cat << \SHAR_EOF > Makefile
ROFF = nroff
Galaxy.nrf : Galaxy.doc
tbl Galaxy.doc | ${ROFF} -ms > Galaxy.nrf
SHAR_EOF
if test 82 -ne "`wc -c Makefile`"
then
echo shar: error transmitting Makefile '(should have been 82 characters)'
fi
# End of shell archive
exit 0
--
Erik Bailey -- 7 Oak Knoll (USENET courtesy of
ihnp4!think!ejb Arlington, MA 02174 Thinking Machines Corp.
ejb@think.com (617) 643-0732 Cambridge, MA)
It takes thought to make a program that thinks.
But it takes work to make a program that works.