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
if test 387 -ne "`wc -c READ_ME`"
then
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echo shar: extracting assign.doc '(819 characters)'
cat << \SHAR_EOF > assign.doc
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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echo shar: extracting battle.doc '(1490 characters)'
cat << \SHAR_EOF > battle.doc
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
if test 1490 -ne "`wc -c battle.doc`"
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echo shar: extracting blackout.doc '(640 characters)'
cat << \SHAR_EOF > blackout.doc
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
if test 640 -ne "`wc -c blackout.doc`"
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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
if test 952 -ne "`wc -c build.doc`"
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echo shar: extracting capture.doc '(587 characters)'
cat << \SHAR_EOF > capture.doc
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)'
cat << \SHAR_EOF > chng_ply.doc
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
if test 436 -ne "`wc -c chng_ply.doc`"
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echo shar: extracting cons1.doc '(1136 characters)'
cat << \SHAR_EOF > cons1.doc
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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echo shar: extracting cons2.doc '(1025 characters)'
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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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echo shar: extracting cons3.doc '(725 characters)'
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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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echo shar: extracting cons4.doc '(874 characters)'
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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
if test 874 -ne "`wc -c cons4.doc`"
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echo shar: extracting detect.doc '(698 characters)'
cat << \SHAR_EOF > detect.doc
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
if test 698 -ne "`wc -c detect.doc`"
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echo shar: extracting espionage.doc '(1470 characters)'
cat << \SHAR_EOF > espionage.doc
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
if test 1470 -ne "`wc -c espionage.doc`"
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echo shar: extracting feedpop.doc '(603 characters)'
cat << \SHAR_EOF > feedpop.doc
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
if test 603 -ne "`wc -c feedpop.doc`"
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echo shar: extracting give_up.doc '(346 characters)'
cat << \SHAR_EOF > give_up.doc
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)'
cat << \SHAR_EOF > help.doc
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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echo shar: extracting init_dis.doc '(288 characters)'
cat << \SHAR_EOF > init_dis.doc
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
if test 288 -ne "`wc -c init_dis.doc`"
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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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echo shar: extracting killalm.doc '(681 characters)'
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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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echo shar: extracting leave_at.doc '(823 characters)'
cat << \SHAR_EOF > leave_at.doc
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
if test 1274 -ne "`wc -c map.doc`"
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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)'
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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
if test 1450 -ne "`wc -c moving.doc`"
then
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fi
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
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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
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then
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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
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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.