[net.sources.games] Galaxy - part 3 of 10

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

#!/bin/sh
# shar:	Shell Archiver
#	Run the following text with /bin/sh to create:
#	READ_ME
#	assign.doc
#	battle.doc
#	blackout.doc
#	build.doc
#	capture.doc
#	chng_ply.doc
#	cons1.doc
#	cons2.doc
#	cons3.doc
#	cons4.doc
#	detect.doc
#	espionage.doc
#	feedpop.doc
#	give_up.doc
#	help.doc
#	init_dis.doc
#	intro.doc
#	killalm.doc
#	leave_at.doc
#	map.doc
#	move_to.doc
#	moving.doc
#	next_year.doc
#	overstat.doc
#	paint.doc
#	planenq.doc
#	plansit.doc
#	plnames.doc
#	prices.doc
#	putalm.doc
#	quit.doc
#	restor.doc
#	retrieve.doc
#	savegame.doc
#	screen.doc
#	set_missl.doc
#	takefrom.doc
#	time.doc
#	trade.doc
#	write.doc
# This archive created: Fri Jun  7 23:02:51 1985
echo shar: extracting READ_ME '(387 characters)'
cat << \SHAR_EOF > READ_ME
This directory containes sections that were cut from
the document, to enable on line consulting during the game.
For sake of effiency, the line length was increased to 77.
Minor changes were made to the original document.
If a change was introduced to the game,
( or any reason you might have) than adding:
.nr LL 77n
.ll 77n
as the first two lines, will produce the line length effect.
SHAR_EOF
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echo shar: extracting assign.doc '(819 characters)'
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                     As - Assign people from occupation to occupation.

     If you want to change the balance of manpower among the various  occupa-
tions  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 scientists.

as c50 20 m b       Assign from c50 20 miners to builders.

SHAR_EOF
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                             The Battle

     Any attempt to land upon an enemy-occupied planet will result in immedi-
ate  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 fight-
ing 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  com-
bat  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 des-
troy all the evidence for higher knowledge.

SHAR_EOF
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                     Bo - Black out a planet.

     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, pro-
vided  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 tellers.

SHAR_EOF
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echo shar: extracting build.doc '(952 characters)'
cat << \SHAR_EOF > build.doc
                     Bs - Build ships.

     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.

     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 t 20             Add 20 tellers to cover building ships  expenses  on  the
                    current planet.

bs c50 t 20         Add 20 tellers to cover building ships expenses on planet
                    c50.
SHAR_EOF
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echo shar: extracting capture.doc '(587 characters)'
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               Capturing a planet without violence.

     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).

SHAR_EOF
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echo shar: extracting chng_ply.doc '(436 characters)'
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                     Cp - Change player.

     This command is only permissible during practice sessions. Practice ses-
sions  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.

     Format and examples:

cp                  Assume the role of the "other" side.
SHAR_EOF
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echo shar: extracting cons1.doc '(1136 characters)'
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                              Key concepts  - part 1

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 Accelera-
          tion  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.

Missiles  Missiles are stationary devices that have the capability to  inter-
          cept 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.
SHAR_EOF
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                              Key concepts  - part 2

ALMs      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  deac-
          tivated.  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.
SHAR_EOF
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                              Key concepts  - part 3

      Planets' Properties.

     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.

SHAR_EOF
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                              Key concepts  - part 4

      Technological Development.

     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) .

      Constructing ships.

     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.

SHAR_EOF
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echo shar: extracting detect.doc '(698 characters)'
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                     Dt - Install detect movement devices.

     You cannot prevent the enemy from passing by one of your planets.   How-
ever, you can be notified when it happens. Giving the Dt command will install
at a specified planet special Movement Detection devices. They  cannot  accu-
rately  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.

     Format and examples:

dt 20               Invest at current planet 20 tellers to detect movement.

dt c50 20           Invest at c50 20 tellers to detect movement.

SHAR_EOF
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                                Espionage.
     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 soli-
cit the required information .  Not surprisingly, the enemy knows the  impor-
tance 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 dif-
   ferent by that time.
SHAR_EOF
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                     Fd - Feed the population.

     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 popula-
tion, 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.

     Format and examples:

fd 20               Invest 20 tellers to feed the population.

SHAR_EOF
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echo shar: extracting give_up.doc '(346 characters)'
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                     Gu - Give up the game.

     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

SHAR_EOF
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echo shar: extracting help.doc '(1349 characters)'
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                       GALAXY on_line HELP facilities

   If you are a complete novice, the wisest thing to do is to give
the "qt" command, wait for your opponent to agree, and read the game's 
documentation. It is found in /usr/doc under the name "galaxy"
   As it often happens, you know the command, but the weird syntax
escaped you. The "menu" command provides you with a brief description
of the available commands and their syntax.
   The part of the manual that describes fully a given command is 
obtained by typing "help <command name>". The command name is the FIRST
field in the "menu" output. (The word "man" can be used instead of "help").
   General information about various aspects of the game are obtained
by typing "help -<option>". The available options are:

   "intro"   -  Gives the fairy tale introduction to the game.
   "screen"  -  Explains the screen that you have first seen.
   "plnames" -  Gives the method by which names were assigned to planets.
   "map"     -  Shows an example to it.
   "moving"  -  Tells you how to move the cursor to any planet.
   "cons1","cons2","cons3" and "cons4"  -  Explain basic concepts of the game.
   "espionage","time","battle" and "capture" - Explain these issues.
   "prices"  -  What it takes to achieve something.
                 GALAXY wishes you a pleasent journey in the void.
SHAR_EOF
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                     Mp - Redraw the map of the game.

     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

SHAR_EOF
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echo shar: extracting intro.doc '(1320 characters)'
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               Galactical War - a new fascinating game for two
                                  players.

                              Mrdch and Amnnon

           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 pre-
      caution 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 result that you have just
      seen.

SHAR_EOF
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                     Dm - Deactivate Anti-Landing-Mines (ALM).

     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.

     Format and examples:

dm 2                Deactivate at current planet 2 ALMs.

dm c50 3            Deactivate at c50 3 ALMs.

SHAR_EOF
if test 681 -ne "`wc -c killalm.doc`"
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       Lv - Leave people and/or material at location.

     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.

     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.

SHAR_EOF
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echo shar: extracting map.doc '(1274 characters)'
cat << \SHAR_EOF > map.doc
                     Map with routes and planet's names

               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


SHAR_EOF
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echo shar: extracting move_to.doc '(1396 characters)'
cat << \SHAR_EOF > move_to.doc
                     Mv - Move forces from planet to planet.
     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:

     From c64 to l38, from r31 to r39, from l27 to l36 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, preceded by the '>' character.
If direction is not given,  a  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".
SHAR_EOF
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echo shar: extracting moving.doc '(1450 characters)'
cat << \SHAR_EOF > moving.doc
                          Moving the cursor.

     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 informa-
tion 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 '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.)

SHAR_EOF
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echo shar: extracting next_year.doc '(893 characters)'
cat << \SHAR_EOF > next_year.doc
                      Nn - Ask for a break in game.

     The galaxy game tends to be rather long. If a break is needed, then giv-
ing  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
                       Ny - Ask for a new year.

     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 stopped game (by
"Nn").

     Format and examples:
ny
SHAR_EOF
if test 893 -ne "`wc -c next_year.doc`"
then
echo shar: error transmitting next_year.doc '(should have been 893 characters)'
fi
echo shar: extracting overstat.doc '(1370 characters)'
cat << \SHAR_EOF > overstat.doc
                     Os - Report an Overall Statistics.
     At any time, you can ask for an overall evaluation  of  your  situation.
You will receive the statistics concerning your financial, military and popu-
lation position. You can add 1 or more characters to the command  (see  exam-
ples  below).  As  a result, the planets with the attribute specified in your
command will change their map representation so that  they  are  easily  dis-
tinguished from the rest. If the situation has changed since the last command
with the same parameters, the planet representation defaults to the  original
one.
Note that the characters can be combined. Especially useful is  the  combina-
tion  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 situation.
Os [option]         Show visualy on the map the planets that have some property.
a - ALM       ; b - "Blacked out" ; c - Construction of  new  ships
d - Detect-movement  devices      ; e  -Espionage ; f - with forces (ships) 
F - Fighters  ; i - Information available ; k - Knowledge better then A.
m - Missiles  ; n - Restore the map to it's original representation.
o - which planet you Own.         ; p - anti-detection Paint
s - planet has special category.
SHAR_EOF
if test 1370 -ne "`wc -c overstat.doc`"
then
echo shar: error transmitting overstat.doc '(should have been 1370 characters)'
fi
echo shar: extracting paint.doc '(1003 characters)'
cat << \SHAR_EOF > paint.doc
                     Nd - Paint ship with anti detection paint.

     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 con-
dition compared with the strength of the detection devices.
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.

     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 .
SHAR_EOF
if test 1003 -ne "`wc -c paint.doc`"
then
echo shar: error transmitting paint.doc '(should have been 1003 characters)'
fi
echo shar: extracting planenq.doc '(1429 characters)'
cat << \SHAR_EOF > planenq.doc
                     En - Enquire about a planet.
     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-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 tellers.
SHAR_EOF
if test 1429 -ne "`wc -c planenq.doc`"
then
echo shar: error transmitting planenq.doc '(should have been 1429 characters)'
fi
echo shar: extracting plansit.doc '(777 characters)'
cat << \SHAR_EOF > plansit.doc
                     Ps - Report the Planet Situation.

     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.

SHAR_EOF
if test 777 -ne "`wc -c plansit.doc`"
then
echo shar: error transmitting plansit.doc '(should have been 777 characters)'
fi
echo shar: extracting plnames.doc '(1158 characters)'
cat << \SHAR_EOF > plnames.doc
                        How the planets are named

     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 coor-
dinates 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 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 see an example of the  map with some  planets' names written  next to them
give the  "help -map"  command. The allowed  routes in the intergalaxy region
are marked there too.
SHAR_EOF
if test 1158 -ne "`wc -c plnames.doc`"
then
echo shar: error transmitting plnames.doc '(should have been 1158 characters)'
fi
echo shar: extracting prices.doc '(1226 characters)'
cat << \SHAR_EOF > prices.doc
                     What it takes to do what....

 ALMCOST          100 --> To install 1 ALM.
 REMOVE_COST       50 --> To remove one - if yours.
 ALM_KILL_COST    200 --> To remove from the enemy's planet.
 YEARLENGTH       180 --> A turn is 3 min.
 PERC_TRADE         5 --> The minimum % of profit in trade.
 PERC_POPUL        10 --> The % of natural growth.
 FEED_RATIO       100 --> No. people fed by 1 teller a year.
 MINING_FACTOR    100 --> Years_manpower to dig 1 A-type metal.
 KNOW_FACTOR     2000 --> Years_manpower to raise to B level.
 SHIP_COST        100 --> Basic cost (money and years_manpower) to build ship.
 MISSILE_COST     400 --> To put an A-type missile.
 REDUCE_RATE       10 --> Detecting lost effect % in year.
 FADE_RATE         25 --> Undetection paint fading % rate.
 MIN_ESP          100 --> The minimum to report ANYTHING.
 KIND_ESP         500 --> To find out the planet's type.
 POPUL_ESP        500 --> For it's population.
 KNOW_ESP         300 --> The level of knowledge there.
 METAL_ESP        200 --> How much metal has he.
 FORCE_ESP       1000 --> What are his forces there.
 ALM_ESP          200 --> How many alms he's got.
 MSL_ESP          800 --> How many missiles he set there.
SHAR_EOF
if test 1226 -ne "`wc -c prices.doc`"
then
echo shar: error transmitting prices.doc '(should have been 1226 characters)'
fi
echo shar: extracting putalm.doc '(604 characters)'
cat << \SHAR_EOF > putalm.doc
                     Lm - Lay out Anti-Landing-Mines (ALM).

     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.

     Format and examples:

lm 2                Install on current planet 2 ALMs.

lm c50 3            Install on c50 3 ALMs.

SHAR_EOF
if test 604 -ne "`wc -c putalm.doc`"
then
echo shar: error transmitting putalm.doc '(should have been 604 characters)'
fi
echo shar: extracting quit.doc '(403 characters)'
cat << \SHAR_EOF > quit.doc
                     Qt - Quit the game.

     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 new year. Giving the command AGAIN within the same year has
the same effect.

     Format and examples:

qt

SHAR_EOF
if test 403 -ne "`wc -c quit.doc`"
then
echo shar: error transmitting quit.doc '(should have been 403 characters)'
fi
echo shar: extracting restor.doc '(302 characters)'
cat << \SHAR_EOF > restor.doc
                     Rs - Restore a saved game.

     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

SHAR_EOF
if test 302 -ne "`wc -c restor.doc`"
then
echo shar: error transmitting restor.doc '(should have been 302 characters)'
fi
echo shar: extracting retrieve.doc '(696 characters)'
cat << \SHAR_EOF > retrieve.doc
                       Rt - Retrieve money given.

     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
     Retrieve 1000 Tellers from ship building investment on current planet.
SHAR_EOF
if test 696 -ne "`wc -c retrieve.doc`"
then
echo shar: error transmitting retrieve.doc '(should have been 696 characters)'
fi
echo shar: extracting savegame.doc '(645 characters)'
cat << \SHAR_EOF > savegame.doc
                     Sv - Save the game.

     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

SHAR_EOF
if test 645 -ne "`wc -c savegame.doc`"
then
echo shar: error transmitting savegame.doc '(should have been 645 characters)'
fi
echo shar: extracting screen.doc '(1491 characters)'
cat << \SHAR_EOF > screen.doc
                              The screen.

     The screen is divided into two areas. The upper area  presents  the  map
shown  before. 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 Cap-
ital in their center.  Between them there are some stars which (at the begin-
ning 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.

SHAR_EOF
if test 1491 -ne "`wc -c screen.doc`"
then
echo shar: error transmitting screen.doc '(should have been 1491 characters)'
fi
echo shar: extracting set_missl.doc '(1069 characters)'
cat << \SHAR_EOF > set_missl.doc
                     Sm - Set missiles.

     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 mis-
sile 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 interfer-
ence from the missiles ( see the "dt" command for details).

     Format and examples:

sm 2a               Set on the current planet 3 A-type missiles.
sm c51 2a           Set on c51 2 A-type missiles.
sm c51 2a 4b        Set on c51 2 A-type and 4 B-type missiles.
SHAR_EOF
if test 1069 -ne "`wc -c set_missl.doc`"
then
echo shar: error transmitting set_missl.doc '(should have been 1069 characters)'
fi
echo shar: extracting takefrom.doc '(1235 characters)'
cat << \SHAR_EOF > takefrom.doc
                     Tk - Take people or equipment.
     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 addi-
tion, 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 transpor-
tation 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  peo-
ple 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.
SHAR_EOF
if test 1235 -ne "`wc -c takefrom.doc`"
then
echo shar: error transmitting takefrom.doc '(should have been 1235 characters)'
fi
echo shar: extracting time.doc '(809 characters)'
cat << \SHAR_EOF > time.doc
                                 Time

     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 immedi-
ately,  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 sec-
tion).

SHAR_EOF
if test 809 -ne "`wc -c time.doc`"
then
echo shar: error transmitting time.doc '(should have been 809 characters)'
fi
echo shar: extracting trade.doc '(541 characters)'
cat << \SHAR_EOF > trade.doc
                     Tr - Invest in trade.

     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 ori-
ginal 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.

SHAR_EOF
if test 541 -ne "`wc -c trade.doc`"
then
echo shar: error transmitting trade.doc '(should have been 541 characters)'
fi
echo shar: extracting write.doc '(371 characters)'
cat << \SHAR_EOF > write.doc
                     Wr - Write a message to the enemy.

     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??

SHAR_EOF
if test 371 -ne "`wc -c write.doc`"
then
echo shar: error transmitting write.doc '(should have been 371 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.