[net.sources.games] Galaxy - part 2 of 10

ejb@think.ARPA (Erik Bailey) (04/24/86)

#!/bin/sh
# shar:	Shell Archiver
#	Run the following text with /bin/sh to create:
#	Galaxy.doc
#	Galaxy.nrf
#	Makefile
# This archive created: Fri Jun  7 23:07:27 1985
echo shar: extracting Galaxy.doc '(35910 characters)'
cat << \SHAR_EOF > Galaxy.doc
.TL
Galactical War \- a new fascinating game for two players.
.AU
Mrdch and Amnnon
.AB
You were a mighty king of a splendid galaxy, reigning your kingdom
in peace and abundance for hundreds of years.
It all ended suddenly
(and sadly) when
cruel and powerful villains invaded your galaxy. You made a
hasty retreat, managing to rescue only a small party
of your most loyal subjects.
Not much of your enormous treasure was saved,
and you had only a few ships left
at your command. After years of wandering in the unimaginably large
universe, you stumble upon a galaxy which appears uninhabited, yet
suitable as a first move in attempting to regain your glory.
You install your Capital at
the center of the galaxy.
As a precaution you send patrol ships to explore
your surroundings. On their return, they bring bad news.
In a nearby galaxy, there is another
kingdom. You decide not to let another catastrophe happen to you.
This time, you are determined to destroy the enemy.
Feeding your computer with all the available information about
this part of the universe produces the following result:
.AE
.PP
.DS
.\" .if t \F2(fx\f2\s10
.ss 19

              *           #     #    #    #     #          @
         *          *                                 @          @

     *        *         *       #    #    #       @        @         

   *     *          *     *     #    #    #     @     @          @     @
              *                                            @
            *   *                                        @   @
  *   *    *  *  *     *   *    #    #    #    @   @    @  @  @     @   @
            *   *                                        @   @
              *                                            
   *     *         *      *     #    #    #     @     @         @      @

     *        *        *        #    #    #       @        @        @

         *         *                                  @         @
              *           #     #    #    #     #          @


.ss 12
.\" .if t \s0\fP\F2I
.DE
.NH
Key concepts
.IP Tellers 10
Teller is the official money used in the universe. One teller equals
150 Uni-Kilos of gold. You currently have 100 Tellers. (The coin
is named after Hieronimus X. Teller, the man who discovered the
existence of Natural Plastic.)
.IP Ships 10
When you escaped, you had with you 15
A-type  HAWKs (High Acceleration War
Kruisers). An A-type HAWK is equipped
with 65 Mega Hertz Laser Blasters , 4 H-bomb Launchers and a 100
Erg Shield. Laser Blasters are used in ship to ship battle,
H-bombs can hit stars. The shield protects you from offensive weapons
used by the enemy. If knowledge is acquired, better ships can be built.
.IP Missiles 10
Missiles are stationary devices that have the capability to intercept
the landing (or the passage) of an enemy ship, and destroy it.
Their activation depends only on the detection of the approaching ship(s).
When detection is made, the missile steers itself
towards the ship and explodes it.
.IP ALMs 10
Anti-Landing-Mines (ALMs) are useful devices to be left on deserted planets.
After their installation they radiate in such a manner that destroys
human body. Anyone (even you) trying to land on such planet
without deactivating the ALMs will have the landing ships destroyed.
The ALMs are detectable and can be remotely deactivated.
If this is done, the planet is completely safe.
.IP Fighters 10
In each A-type HAWK there are 64 fighters, so you have 960
fighters in combat position.
You can recruit additional fighters from among your citizens.
.IP Citizens 10
There are 100 citizens with you. They will work the fields and labor in
the factories, supplying all the life necessities to the entire population.
The number of citizens
increases annually by 10%. Each citizen pays
1 Teller per GSY (Galactical Standard Year), as tax.
.NH
Other objects in the game.
.NH 2
Planets' Properties.
.PP
All the planets in the galaxy are rich
in natural resources. You can establish one or more colonies
on any of the planets.
These colonies can contribute to the war effort in several ways:
.IP 1: 3
Providing nourishment and other life necessities.(Agricultural planet).
.IP 2: 3
Providing mining metals needed to build additional war-ships.(Mining planet).
.IP 3: 3
Building new ships.(Industrial planet).
.IP 4: 3
Developing faster, stronger and more efficient weapons.(Scientific planet).
.PP
Naturally, each activity carried out in a colony requires manpower.
You will have to assign citizens or fighters for that purpose.
.NH 2
Technological Development.
.PP
Assigning people to work as scientists and investing money in
basic research will lead to the development of better weapons.
Better weapons mean ships that need half the manpower to operate,
carry twice the amount of blasting power and
their shield is twice heavier.
When you posses enough knowledge to build B-type ships, you can
build both A-type and B-type ships.  More development will allow you to
build C-type ships, etc.
Of course, in order to develop a more advanced technology, you
need to invest more man-time and money (for each successive level) .
.NH 2
Constructing ships.
.PP
When you have the knowledge, the material, the money, and the
manpower needed to build another HAWK and you wish to do so,
you can build any type of ship you wish.
.NH 2
Espionage.
.PP
Information is a "survive or perish" factor. Knowing the enemy's
bases, war-potential, mines etc. is more than helpful to decide
what to do next. Not knowing it... well.
You can send spies to any star in the galaxy. Be sure to supply
them with enough money to bribe or spend in any way necessary to solicit
the required information .
Not surprisingly, the enemy knows the importance of knowledge too.
You can defend yourself in two ways:
.IP 1:  3
Passively, by tightening up security on the planet ("Black out").
This will make it harder for the enemy's spies to reveal
the truth about the planet. They will have to spend more money,
(and time) to get the information. Nevertheless, no planet can
be totally secured against information leaks.
.IP 2:  3
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.
.NH 2
Time
.PP
The GSY (Galactical
Standard Year) is the time reference for you and your enemy. Each
GSY has 100 GSDs (Galactical 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:
.PP
Tax payment, ALM activation, mining metals, buiding new ships,
gathering more knowledge, updating the population size and espionage
reports.
.PP
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).
.NH 2
The Battle
.PP
Any attempt to land upon
an enemy-occupied planet will result in immediate battle.
The balance between the
fighting 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 whatever 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.
.NH 2
Capturing a planet without violence.
.PP
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, including 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).
.NH 1
Let's get started.
.NH 2
The screen.
.PP
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 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 message
waiting. Also note that the terminal's bell rings when a new
message has arrived.
.NH 2
Moving the cursor.
.PP
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 terminal 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.
.PP
.DS
        7        8        9

        4        5        6

        1        2        3
.DE
.PP

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 'Command: '. If at any time you wish to return
to the Map section, 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.)
.NH 2
The commands
.PP
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 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:
.br
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 circles 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 consecutive 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.
.DS
.ss 19

             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

.ss 12
.DE
.NH 2
Help \- Get online help during the game.
.PP
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.
.PP
Format and examples:
.IP help 20
Get a description of the available "help" options.
.IP "help os" 20
Get the manual entry for the "os" command.
.IP "help -espionage" 20
Get the manual explanation of the espionage factor in this game.
.NH 2
Os \- Report an Overall Statistics.
.PP
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 specified 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 original one (shown on the map above).
.br
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.
.PP
Format and examples:
.IP os 20
Report a numeric overview of the situation.
.IP "os a" 20
Show on the map the planets that you have trapped with ALM's.
.IP "os b" 20
Show on the map which planet was "blacked out".
.IP "os c" 20
Show on the map where construction of new ships is in progress.
.IP "os d" 20
Show on the map where detect-movement devices were installed.
.IP "os e" 20
Show on the map enemy's planets to which spies have been sent.
.IP "os f" 20
Show on the map the planets with your ships on them.
.IP "os F" 20
Show on the map the planets with your fighters on them.
.IP "os i" 20
Show on the map which of your planets have counter-espionage.
.IP "os k" 20
Show on the map where you have knowledge better then A.
.IP "os m" 20
Show on the map where are your missiles.
.IP "os n" 20
Restore the map to it's original representation.
.IP "os o" 20
Show on the map which planets you own.
.IP "os p" 20
Show on the map where anti-detection paint was invested.
.IP "os s" 20
Show on the map which planet has special category.
.NH 2
Ps \- Report the Planet Situation.
.PP
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.
.PP
Format and examples:
.IP ps 20
Report about the planet under cursor (called "current").
.IP "ps i" 20
Report espionage results in the current planet.
.IP "ps c50" 20
Report about planet c50.
.IP "ps c50 i" 20
Report espionage results in planet c50.
.NH 2
En \- Enquire about a planet.
.PP
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:
.PP
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).
.PP
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-counter-espionage" and so on.
.PP
Format and examples:
.IP "en f 20" 20
Set spies on current planet, level zero, check out the forces there, investing 20 tellers.
.IP "en c50 s 20" 20
Set spies on c50, level zero, report planet's status investing 20 tellers.
.IP "en c50 1 p 20" 20
Set spies on c50, first level, report the population status investing 20 tellers.
.NH 2
Bo \- Black out a planet.
.PP
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 information
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.
.PP
Format and examples:
.IP "bo 20" 20
Black out the current planet, investing 20 tellers.
.IP "bo c50 20" 20
Black out planet c50, investing 20 tellers.
.NH 2
As \- Assign people from occupation to occupation.
.PP
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.
.PP
Format and examples:
.IP "as 20 c f" 20
Assign from current planet 20 citizens to fighters.
.IP "as c50 20 c s" 20
Assign from c50 20 citizens to scientists.
.IP "as c50 20 m b" 20
Assign from c50 20 miners to builders.
.NH 2
Bs \- Build ships.
.PP
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 necessary that the material and/or the money needed
to accomplish ALL the work be available at the time that the
command is given.
.PP
Format and examples:
.IP "bs 2a 20" 20
Build on the current planet 2 A-type ships, investing 20 tellers.
.IP "bs c50 2a 20" 20
Build on c50 2 A-type ships, investing 20 tellers.
.IP "bs 2a" 20
Build 2  A-type ships on the current planet, using money already provided.
.IP "bs c50 t 20" 20
Add 20 tellers to cover building ships expenses on planet c50.
.NH 2
Sm \- Set missiles.
.PP
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.
.PP
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).
.PP
Format and examples:
.IP "sm 2a" 20
Set on the current planet 3 A-type missiles.
.IP "sm c51 2a" 20
Set on c51 2 A-type missiles.
.IP "sm c51 2a 4b" 20
Set on c51 2 A-type and 4 B-type missiles.
.NH 2
Fd \- Feed the population.
.PP
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 themselves,
so there is no need to feed them.
.PP
Format and examples:
.IP "fd 20" 20
Invest 20 tellers to feed the population.
.NH 2
Tr \- Invest in trade.
.PP
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.
.PP
Format and examples:
.IP "tr 20" 20
Invest 20 tellers in trade.
.NH 2
Rt \- Retrieve money given.
.PP
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.
.PP
Format and examples:
.IP "rt 1000 t"
Retrieve 1000 Tellers from trade investment.
.IP "rt 1000 f"
Retrieve 1000 Tellers from food given.
.IP "rt 1000 b c50"
Retrieve  1000  Tellers  from  blackout  investment  at
planet c50.
.IP "rt 1000 s"
Retrieve 1000 Tellers from ship building investment  on
current planet.
.NH 2
Tk \- Take people or equipment.
.PP
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) .
.PP
Format and examples:
.IP "tk 20 s" 20
Take from current planet 20 scientists.
.IP "tk c50 20 m" 20
Take from c50 20 miners.
.IP "tk c50 k" 20
Take from c50 it's knowledge.
.IP "tk c50 20 t" 20
Take from c50 mining products for 20 A-type HAWKs.
.NH 2
Mv \- Move forces from planet to planet.
.PP
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 possible:
.PP
From c64 to l38, from r31 to r39, from l27 to l36 etc. However, the
following are NOT possible (with a single command):
.PP
From l17 to l25, from c31 to c20, from r30 to c52 etc.
.PP
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 straight line
direction will be chosen, whenever possible.
.br
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.
.PP
Format and examples: (Assuming that the current planet is l00)
.IP "mv -c31 3A" 23
Move from current planet to c31 3 A-type HAWKs.
.IP "mv l3e - 3a" 23
Move from l3e to the current planet 3 A-type HAWKs.
.IP "mv l24 -l20 >8 6A 4B C" 23
Move from l24 to l20 6 A-type, 4 B-type and 1 C-type, going "north".
.NH 2
Lv \- Leave people and/or material at location.
.PP
The Lv command enables you to leave on a planet
anything 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.
.PP
Format and examples:
.IP "lv 20 s" 20
Leave on current planet 20 scientists.
.IP "lv c50 20 m" 20
Leave on c50 20 miners.
.IP "lv c50 k" 20
Leave on c50 the knowledge previously taken, enabling it's movement
to other planets.
.IP "lv c50 K" 20
Leave on c50 the knowledge previously taken.
.IP "lv c50 20 t" 20
Leave on c50 mining products for 20 A-type HAWKs.
.NH 2
Dt \- Install detect movement devices.
.PP
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.
.PP
Format and examples:
.IP "dt 20" 20
Invest at current planet 20 tellers to detect movement.
.IP "dt c50 20" 20
Invest at c50 20 tellers to detect movement.
.NH 2
Nd \- Paint ship with anti detection paint.
.PP
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 compared with the strength of the detection devices.
.br
Note that with the money provided the paint is only purchased.
The actual painting will be done only after the "Mv" command was
given, so that the paint will have the maximum effect. There is
no paint left after the "Mv" command execution.
.PP
Format and examples:
.IP "nd 20" 20
Buy AMG paint at current planet with 20 tellers.
.IP "nd c50 20" 20
Buy AMG paint at c50 with 20 tellers .
.NH 2
Lm \- Lay out Anti-Landing-Mines (ALM).
.PP
Any planet can be transformed into a deadly trap.
Laying 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.
.PP
Format and examples:
.IP "lm 2" 20
Install on current planet 2 ALMs.
.IP "lm c50 3" 20
Install on c50 3 ALMs.
.NH 2
Dm \- Deactivate Anti-Landing-Mines (ALM).
.PP
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 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 location, so that the deactivating
process is less expensive.
.PP
Format and examples:
.IP "dm 2" 20
Deactivate at current planet 2 ALMs.
.IP "dm c50 3" 20
Deactivate at c50 3 ALMs.
.NH 2
Wr \- Write a message to the enemy.
.PP
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.
.PP
Format and examples:
.IP "wr Shall we take a break and save the game??"
.NH 2
Sv \- Save the game.
.PP
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.
.PP
Format and examples:
.IP "sv ~john/games/john_vs_michel"
.NH 2
Rs \- Restore a saved game.
.PP
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.
.PP
Format and examples:
.IP "rs ~john/games/john_vs_michel"
.NH 2
Menu \- See summary of all available commands.
.PP
In case you forget the commands, or their format,
you can have them displayed in a short form.
This is NOT a comprehensive help. To get such help,
type "help <command name>".
.PP
Format and examples:
.IP "menu"
.NH 2
Mp \- Redraw the map of the game.
.PP
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.
.PP
Format and examples:
.IP "mp"
.NH 2
Nn \- Ask for a break in game.
.PP
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.
.PP
Format and examples:
.IP "nn"
.NH 2
Ny \- Ask for a new year.
.PP
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 effective,
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").
.PP
Format and examples:
.IP "ny"
.NH 2
Qt \- Quit the game.
.PP
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 command. 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.
.PP
Format and examples:
.IP "qt"
.NH 2
Gu \- Give up the game.
.PP
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.
.PP
Format and examples:
.IP "gu"
.NH 2
Cp \- Change player.
.PP
This command is only permissible during practice sessions. 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 specifications.
.PP
Format and examples:
.IP "cp" 20
Assume the role of the "other" side.

.bp
Summary of the commands:
.IP Os 10
Report overall statistics.
.IP Ps 10
Report the planets situation.
.IP En 10
Enquire about a planet (espionage).
.IP Bo 10
Black out a planet.
.IP As 10
Assign people from occupation to occupation.
.IP Bs 10
Build new ships.
.IP Sm 10
Set missiles on a planet.
.IP Fd 10
Feed the population.
.IP Tr 10
Invest in trade.
.IP Tk 10
Take forces or equipment from location.
.IP Mv 10
Move forces from planet to planet.
.IP Lv 10
Leave them at another location.
.IP Dt 10
Install detect movement device.
.IP Nd 10
Paint ship with anti detection paint.
.IP Lm 10
Lay out Anti-Landing-Mines (ALM).
.IP Dm 10
Deactivate Anti-Landing-Mines (ALM).
.IP Wr 10
Write a message to the opponent.
.IP Mp 10
Redraw the map of the game.
.IP Sv 10
Save the game.
.IP Rs 10
Restore a previously saved game.
.IP Qt 10
Ask opponent to abort session.
.IP Nn 10
Ask for a break in game.
.IP Ny 10
Ask the opponent to cause a new year.
.IP Gu 10
Quit and admit defeated.
.IP Cp 10
Change player.
.IP menu 10
Get the command list.
.IP help 10
Get help on commands and concepts.
.bp
.PP
Acknowledgments
.PP
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.
.PP
Ina Weiner did a wonderfull job editing this document. Virtually
every sentence here bears her mark.
.PP
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.
.DS
        Our address:
                {mrdch,amnnon}@taurus                           (BITNET)
                {mrdch,amnnon}@taurus.bitnet@berkely            (ARPA)
                {mrdch,amnnon}%taurus.bitnetwiscvm.ARPA        (CSNET)
        and if all fails, then
                        ...!decvax!humus!taurus!{mrdch,amnnon}  (UUCP)

                                    Mordechai Chachamu
                                    Amnnon Horowits
.DE
SHAR_EOF
if test 35910 -ne "`wc -c Galaxy.doc`"
then
echo shar: error transmitting Galaxy.doc '(should have been 35910 characters)'
fi
echo shar: extracting Galaxy.nrf '(42827 characters)'
cat << \SHAR_EOF > Galaxy.nrf









      Galactical War - a new fascinating game for two
                          players.


                      Mrdch and Amnnon



                          _A_B_S_T_R_A_C_T

          You were a mighty king of a splendid  galaxy,
     reigning  your  kingdom in peace and abundance for
     hundreds of years.  It  all  ended  suddenly  (and
     sadly)  when  cruel  and powerful villains invaded
     your galaxy. You made a hasty retreat, managing to
     rescue  only a small party of your most loyal sub-
     jects.  Not much of  your  enormous  treasure  was
     saved,  and  you had only a few ships left at your
     command. After years of wandering in the unimagin-
     ably  large  universe,  you  stumble upon a galaxy
     which appears uninhabited, yet suitable as a first
     move  in  attempting  to  regain  your glory.  You
     install your Capital at the center of the  galaxy.
     As  a  precaution you send patrol ships to explore
     your surroundings. On their return, they bring bad
     news.   In a nearby galaxy, there is another king-
     dom. You decide not  to  let  another  catastrophe
     happen  to  you.  This time, you are determined to
     destroy the enemy.  Feeding your computer with all
     the  available  information about this part of the
     universe produces the following result:























                        June 7, 1985





                           - 2 -




                  *           #     #    #    #     #          @
             *          *                                 @          @

         *        *         *       #    #    #       @        @         @

       *     *          *     *     #    #    #     @     @          @     @
                  *                                            @
                *   *                                        @   @
      *   *    *  *  *     *   *    #    #    #    @   @    @  @  @     @   @
                *   *                                        @   @
                  *                                            @
       *     *         *      *     #    #    #     @     @         @      @

         *        *        *        #    #    #       @        @        @

             *         *                                  @         @
                  *           #     #    #    #     #          @




_1.  _K_e_y _c_o_n_c_e_p_t_s

Tellers   Teller is the official money used in the universe.
          One  teller  equals  150  Uni-Kilos  of  gold. You
          currently have 100 Tellers.  (The  coin  is  named
          after Hieronimus X. Teller, the man who discovered
          the existence of Natural Plastic.)

Ships     When you escaped,  you  had  with  you  15  A-type
          HAWKs  (High Acceleration War Kruisers). An A-type
          HAWK is equipped with 65 Mega Hertz Laser Blasters
          ,  4  H-bomb Launchers and a 100 Erg Shield. Laser
          Blasters are used in ship to ship battle,  H-bombs
          can hit stars. The shield protects you from offen-
          sive weapons used by the enemy.  If  knowledge  is
          acquired, better ships can be built.

Missiles  Missiles are  stationary  devices  that  have  the
          capability  to  intercept the landing (or the pas-
          sage) of an enemy ship,  and  destroy  it.   Their
          activation  depends  only  on the detection of the
          approaching ship(s).  When detection is made,  the
          missile   steers   itself  towards  the  ship  and
          explodes it.

ALMs      Anti-Landing-Mines (ALMs) are useful devices to be
          left  on  deserted planets.  After their installa-
          tion they radiate in such a manner  that  destroys
          human  body.  Anyone  (even you) trying to land on
          such planet without  deactivating  the  ALMs  will
          have  the  landing  ships destroyed.  The ALMs are



                        June 7, 1985





                           - 3 -


          detectable and can be  remotely  deactivated.   If
          this is done, the planet is completely safe.

Fighters  In each A-type HAWK there are 64 fighters, so  you
          have  960  fighters  in  combat position.  You can
          recruit  additional  fighters  from   among   your
          citizens.

Citizens  There are 100 citizens with you.  They  will  work
          the  fields  and labor in the factories, supplying
          all the life necessities to the entire population.
          The  number of citizens increases annually by 10%.
          Each citizen pays 1  Teller  per  GSY  (Galactical
          Standard Year), as tax.

_2.  _O_t_h_e_r _o_b_j_e_c_t_s _i_n _t_h_e _g_a_m_e.

_2._1.  _P_l_a_n_e_t_s' _P_r_o_p_e_r_t_i_e_s.

     All the planets in  the  galaxy  are  rich  in  natural
resources.  You can establish one or more colonies on any of
the planets.  These  colonies  can  contribute  to  the  war
effort in several ways:

1: Providing      nourishment      and      other       life
   necessities.(Agricultural planet).

2: Providing mining metals needed to build  additional  war-
   ships.(Mining planet).

3: Building new ships.(Industrial planet).

4: Developing   faster,   stronger   and   more    efficient
   weapons.(Scientific planet).

     Naturally,  each  activity  carried  out  in  a  colony
requires  manpower.   You  will  have  to assign citizens or
fighters for that purpose.

_2._2.  _T_e_c_h_n_o_l_o_g_i_c_a_l _D_e_v_e_l_o_p_m_e_n_t.

     Assigning people to work as  scientists  and  investing
money  in  basic  research  will  lead to the development of
better weapons.  Better weapons mean ships  that  need  half
the  manpower to operate, carry twice the amount of blasting
power and their shield is twice heavier.   When  you  posses
enough  knowledge  to build B-type ships, you can build both
A-type and B-type ships.  More development will allow you to
build  C-type  ships, etc.  Of course, in order to develop a
more advanced technology, you need to invest  more  man-time
and money (for each successive level) .






                        June 7, 1985





                           - 4 -


_2._3.  _C_o_n_s_t_r_u_c_t_i_n_g _s_h_i_p_s.

     When you have the knowledge, the material,  the  money,
and  the  manpower needed to build another HAWK and you wish
to do so, you can build any type of ship you wish.

_2._4.  _E_s_p_i_o_n_a_g_e.

     Information is a "survive or  perish"  factor.  Knowing
the  enemy's  bases,  war-potential, mines etc. is more than
helpful to decide what to do next. Not knowing  it...  well.
You  can  send  spies  to any star in the galaxy. Be sure to
supply them with enough money to bribe or spend in  any  way
necessary   to  solicit  the  required  information  .   Not
surprisingly, the enemy knows the  importance  of  knowledge
too.  You can defend yourself in two ways:

1: Passively,  by  tightening  up  security  on  the  planet
   ("Black  out").  This will make it harder for the enemy's
   spies to reveal the truth about  the  planet.  They  will
   have  to spend more money, (and time) to get the informa-
   tion. Nevertheless, no  planet  can  be  totally  secured
   against information leaks.

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).



                        June 7, 1985





                           - 5 -


_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





                           - 6 -


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



                        June 7, 1985





                           - 7 -


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.




                        June 7, 1985





                           - 8 -


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.




                        June 7, 1985





                           - 9 -


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-



                        June 7, 1985





                           - 10 -


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.




                        June 7, 1985





                           - 11 -


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



                        June 7, 1985





                           - 12 -


                    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



                        June 7, 1985





                           - 13 -


     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





                           - 14 -


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.



                        June 7, 1985





                           - 15 -


     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





                           - 16 -


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





                           - 17 -


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.

styborsk@hpspkla.UUCP (styborsk) (04/29/86)

This part of Galaxy was truncated!  EVERYONE, *PLEASE* check all posted
sources to make sure they are not longer than 64Kbytes.  It is a real pain
to discover it later!

Unknown@hplabs.UUCP (04/29/86)

This message is empty.