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G}JB|,#P#DE 1 HI BDEHHII 1 B 1 ,^ 1 70,0La- B V,#PH},^ 1 70 0L#L!-* 1P* 1 y0Yj383}mm ݭI}}`8}``|* ? ɛ,`|:-)| / 1L!`DESTINATION CANT BE DOJ}S.SYS0 0H{ 24Δ 28/L!/) 2 Π 2 0 ξK}hAΞB,0 J 1 BDEHI,HÝDE 1HIHIDELSAVE-GIVE L}FILE,START,END(,INIT,RUN)O S0 1`BDEPHI V` S0H 1 L!M}0 0 1L~0`PLEASE TYPE 1 LETTER,0`hhL! 70 1L0L<1 ,;ɛ7,"ɛ:ݦ1ݥN}A"D|ݤD|ȩ:|ȩ|ɛ,,(/+.ީ1 1,ɛ`轤{NAMEO} TOO LONG B VL!` L1I H1EΝDL1|mDiE` V0`8d/8 i:222 1 LP}!ERROR- 144ɛ+,' 20*.. өr2 1``2TOO MANY DIGITSINVALID HEXAQ}DECIMAL PARAMETER800 0 8 00`,0'D800 H,ɛh`2L1NEED D1 THRU D8uR} ECIMAL PARAMETER800 0 8 00`,0'D800 H,ɛh`2L1NEED D1 THRU D8uTHE GAMEUntil the 24th Century man was confinedto to earth, exploring the solar systemand nearby stars. Space flight wasmT}easured in fractions of the speed oflight. Then Tamara Newton, inheritingthe genius of her ancestor, developed anelegant tU}heory that predicted the occurrence of portals in theuniverse. Portals drastically cut thelength of space flights. Man quiV}cklydeveloped ships that could locate theportals. The galaxy was finally open forexploration.Exploration proceeded rapidlW}y. Only afew worlds were found suitable forcolonization, and a very few of theseadvanced rapidly and began to dominate.DiX}fferences in culture arose. Bloody anddevastating wars were fought. When allthat man had worked forwas on the eve of destrY}uction, peace ofa sort was hammered out. Future disputeswould be decided by Star Lordsespecially trained to command unmannZ}edships and robot satellites, duellingwith other Star Lords in the far reachesof space. The ultimate victory was now comp[}lete control of thegalaxy.It is now the 27th Century and you are aStar Lord, competing with up to 3 otherStar Lords for c\}ontrol of a galaxyhaving myriad variations. The computercan play the role of as many as 3 StarLords. Your ability to comma]}nd the robotfleets and extend your control will determine the outcome ofthe conflict.SYSTEM REQUIREMENTSAn ATARI comput^}er with 48K RAM, one diskdrive and one joystick.LOADING INSTRUCTIONSWith the computer turned off, remove anyprogram cart_}ridges and turn on the diskdrive and monitor. Insert the programdisk in the drive. On 400/800 systemssimply turn on the co`}mputer. On XLsystems, press the OPTION key whileturning on the computer. The scenario program will loadautomatically. Afta}er the title screenappears, press the START key when readyto play.RULES AND BACKGROUND1 to 4 players compete for controlb} ofthe known galaxy. Each player beginswith control of a Home world and a fleetof 120 ships. By ordering fleets ofvariousc} sizes players attack and attemptto eliminate opposing fleets, gainingcontrol of worlds. Worlds controlled by a player wild}l buildships every year for the playercontrolling the world, and these shipscan then be ordered to attack or sent toalliee}d worlds. Additional ships are alsobuilt at a rate determined by the totalships built by worlds under a player's control af}nd placed on themfor future use.GAME LIMITATIONS MIN.MAX.NUMBER OF PLAYERS g} 14NUMBER OF COMPUTER PLAYERS 03NUMBER OF TURNS (YEARS) 1099NUMBER OF WORLDS 1040SHIP BUILDINGh}, PER YEAR 018FLEET SIZE, IN TRANSIT 11,999FLEET SIZE, WORLD FLEET 01,999NUMBER OF FLEETS, IN i} 030TRANSIT (PER PLAYER)THE WORLDS40 Worlds are available for gamescenarios. Each world has a nominal shipbuildij}ng capacity that is adjustedduring each turn according to thestability of that world's economy.HOME WORLDSNAME SHIPk}S ECON.Triton 12 SPalladia 12 SDraco 12 SKnossos 12 SNEUTRAL WORLDSNAME SHIPS l}ECON. NAME SHIPSECON.Orion 9 S Kepler 8CArtica 7 U Falchion 6SRhea m} 5 S Pyxis 4CVolans 3 U Hydra 9STitus 8 S Lyrae 7CArgn}os 6 U Einstein 5SAlesia 4 S Ceti 3CEphesus 9 U Megiddo 8So}Terminus 7 S Centauri 6CAmazon 5 U Luxor 4SIshtar 3 S Baybars p} 6CKrypton 9 U Tethys 8STerra 7 S Oberon 6CTycho 5 U Galileo q} 4SSahel 3 S Helios 9COcean 8 U Spartos 7SNewton 6 S Elysr}ium 5CIrata 4 U Janus 3SWORLD ECONOMYA world's economy affects the annualproduction of shis}ps. There are 3 levelsof economic stability.S = Stable, mature economy capable ofbuilding 150% of the nominal buildingrat}te.C = Fluctuating economy subject todeclines to 50% of the nominal buildingrate.U = Unstable primitive economy wheretu}here may be no ships built.Example A - Orion, an 'S' world willbuild 9 ships 50% of the time and 13ships 50% of the time.v} Odd nominal ratesare always rounded to the next lowereven number.Example B - Lyrae, a 'C' planet willbuild 7 ships 50% w}of the time, 4 ships50% of the time.Example C - Ocean, a 'U' world willbuild 8 ships 50% of the time, 0 ships50% of the x}time.During scenario design, each player willbe assigned a Home world. The remainingworlds in the galaxy are selectedrandy}omly by the computer from theNeutral worlds. If there are less than 4players, remaining Home worlds may alsobe selected toz} start as Neutral worlds. Each world is onlyselected once, so a 40 world galaxy willhave every available world. Each world{}will also be identified by a number.NEUTRAL WORLD ACTIVITYAt the beginning of a game, each Neutralworld will have a flee|}t equal to onefull year of its nominal ship buildingrate. If during scenario design theNeutral worlds are instructed to bu}}ildfleets, then each year they will buildships equal to one-halfthe nominal rate, adjusted to theireconomy. If not ordere~}d to build theinitial fleet is never reinforced. Untila player conquers or scouts a neutralworld its' ship building rate i}sdifficult to determine. Neutral worldfleets never attack other worlds.Example A - Neutral Worlds build fleets.Falchion}, an 'S' world has a nominalship building rate of 6. A playerinvading Falchion on turn 1 wouldencounter 9-10 ships (6+3+1 }possible).Unless the world is conquered it willcontinue to build defensive ships at thesame rate.Example B - Neutral wor}lds do not buildfleets.Tycho has a nominal ship building rateof 5. The first player to invade Tychowill encounter 5 ships} on any turn. Noadditional defensive ships will bebuilt.Once a Neutral world has been conqueredit will always be allied }to a player. Itwill build ships at the nominal rate,adjusted by its economic type. Theseships are controlled by the player} incontrol of the world.ROBOT SHIPSEach player selects a ship design. Thereare 6 ship designs which differ in bothappea}rance and accuracy of their weaponwhen Attacking and Defending. The Attackand Defense factors have a range of 0.8to 1.2. W}ith 0.8 as a basis the accuracyof fire increases on the average as follows:0.8 0.9 1.0 1.1 1.2 0% 2% 4% 7% 9}%Each ship design Attack and Defensefactors when added together always equal2, so no ship design has an overalladvantage}. A design can only be selectedonce. Ships used to defend Neutralworlds will be of a design not chosen bya player and have} a Defense factor of 1.0.THE GALAXY AND FLEET TRAVEL TIMEThe galaxy will vary in size accordingto the number of worlds }it has, and isrepresented by a grid.# OF WORLDS SIZE OF GALAXY 33-40 18x20 25-32 }16x18 17-24 14x16 10-16 12x14During scenario design, the galaxy willbe constructed and w}orlds placed on thegrid by the computer. Each player hastheir own color to indicate their homeworld, with Neutral worlds s}hown as onesize colored blue on white. Players havethe option to have the galaxy reconstructed. In order todetermine if t}he galaxy is acceptable,it is important to understand FleetTravel Time.TIME AND DISTANCE TABLEDistance from one point t}o adjacenthorizontal or vertical point500 light yearsOne year flight, maximum range1000 light yearsTwo year flight, maxi}mum range3000 light yearsThree year flight, maximum range6000 light yearsFor 4 or more years, add 3000 lightyears range} for each added year.Using this table and the map "THEGALAXY" on the following page, a fleetsent from world 01 to world 0}2, e.g.,would arrive at the end of the sameturn(year) if world 02 is 1000 or lesslight years away, at the end of the next}turn if 1001-3000 light years distant, and so on. A galaxy ofreasonable design should have about 20%of the worlds within 2} years flight timeof your Home world.SUGGESTED SCENARIOSBeginner: One player, 10-16 worlds,10-20 turns and Neutrals bui}ld fleets.2 player games: 17-24 worlds, 30-40turns and Neutrals build fleets.3 player games: 25-32 worlds, 50-75turns a}nd Neutrals do not build fleets.4 player games: 33-40 worlds, 50-100turns and Neutrals do not build fleets.SCENARIO DESI}GNNEW OR SAVED GAME?To start a new game, press 'N'. Tocontinue a game previously saved, press'S' and follow the simple i}nstructions.NOTE that pressing the 'ESC' key duringscenario design will restart the entireprocess.NUMBER OF PLAYERS (1-}4)Enter the number of players, includingany computer opponents that are going toplay.# OF COMPUTER PLAYERS (0-X)Enter t}he number of computer players. Atleast one human player is required.HOW MANY WORLDS (10-40)Enter the number of worlds tha}t thegalaxy will have.HOW MANY TURNS (10-99)Enter the number of turns(years) thatthe game will be played.WILL NEUTRAL }WORLDS BUILD DEFENSIVEFLEETS (1-YES 2-N0)Press '1' if the Neutral worlds are tobuild fleets. Press '2' for noadditional d}efensive ship building.ENTER PLAYER'S NAMEThe Home world that you control isindicated. Enter your name which will bepref}aced by 'Lord'. If your name is lessthan 6 letters long, press RETURN afterentering it.ANY CHANGES (1-YES 2-N0)Press '1'} if changes to the scenario aredesired. All preceding steps will berepeated. If no changes are needed,press '2'.Now plug }a joystick into the left port.SHIP SELECTIONThe ship designs are now displayed.Select a ship by moving the joystick upor} down until the number correspondingto the design is shown at the bottom ofthe screen. The ship is assigned to youand eras}ed from the screen. The otherplayers then select from the remaining ships until all playershave a design.ed from the scre}en. The otherplayers then select from the remaining ships until all playershave a design.have a design.ed from the scre]GALAXY CONSTRUCTIONThe computer now constructs a galaxy.Each player's Home world is indicated byits own color, with the N }eutral worldsshown as smaller blue on white worlds.Each player should have the choice tohave the galaxy remade. Move thej }oystick right for a new galaxy. Move it left if the galaxy issatisfactory. All computer opponents, ifany, will then accept } or reject thegalaxy.GAME LOADOnce all players have accepted thegalaxy, the computer will request that aformatted disk }be placed in the drive.You may use the game disk to store onescenario file. When the proper disk isin the drive, press the } joystick triggerto save the scenario. Then make sure the game disk is in thedrive and press the trigger. The Gameprogram } will load and run automatically.Once the game program and scenario havebeen loaded, the World Status Chart isdisplayed. }WORLD STATUSHuman players take their turn in arandom sequence. Each player has theirown color which indicates the worldst }hat they control. Neutral worlds areshown simply as blue on white numbers.Information about each world is listed.From left } to right, the Star Lord controlling the world, the worldnumber, the nominal ships built per yearby the world, and the siz }e of the fleetstationed at the world. All fleet ordersare given when WORLD STATUS isdisplayed.FLEET ORDERSAll fleet ord }ers should be top secret.To order a fleet, move the joystick upor down until the world that the fleetis being sent from (o }ne that youcontrol) is shown next to 'FROM-' andpress the trigger. Then move thejoystick up or down until the world the f }leet is being sent to is shownnext to the 'TO-' and press the trigger.Next move the stick in the same manneruntil the flee }t size is correct andpress the trigger. Press the triggeragain to launch the fleet. You maycancel the order at any timepr }ior to launch by moving the joystickleft. After a fleet is launched itcannot be ordered back. Use the FleetLog provided to } note your fleet moves.To end you turn, move the stick rightbefore starting a fleet order. Do thisonly after you've issue }d all of yourfleet orders.To exit the World Status display, pressthe trigger before starting a fleetorder. A menu will a }ppear. Position thearrow by moving the stick up or down,and press the trigger when the flashingarrow is next to the desire }d selection.MENU SELECTIONSWORLD IDENTITY MAPThis is the layout of the galaxy showingthe worlds in their respectivep }ositions. Each player has their owncolor which indicates the worlds undertheir control. Neutral worlds are shownas blue on } white. Color designationswill change as players lose or gain control of worlds. A chart hasbeen provided to note the loca }tion ofthe worlds if desired.WORLD SHIP BUILDING MAPThis map portrays the galaxy with theworlds sized according to their } nominalship building rate. A scale is shown onthe lower portion of the screenindicating the nominal ship productionof di }fferent sized worlds. Colordesignations are the same as forthe World Identity Map. Neutral worldsare always shown as size }'5' worlds,blue on white.FLEET TRAVEL TIMEThe World Identity Map is displayed toaid calculations. Move the stick as ino }rdering fleets. The distance betweenany two worlds can be determined, alongwith the year that a fleet would arriveif sent }from one to the other.PLAYER STATUSThe Player Status chart shows for eachplayer the number of worlds that theycontrol, t }ie combined size of the fleetsstationed at those worlds, the totalnominal ship building rate of theworlds, the number of f }leets in transitand the combined size of the fleets.PREVIOUS YEAR SHIP PRODUCTIONThe Ship Production chart is displayed, }showing the number and name of eachplanet, the number of ships it built inthe previous year and the type ofeconomy it has }. The current player'sworlds are indicated by the worldnumbers shown as inverse. Neutralworlds do not have an ID number an }d arein a random sequence, if possible.SAVE GAMEMake this selection to save a game inprogress. Follow the simple instruc }tionson the screen. The game disk may be usedto save one scenario.END GAMEYou may end the game prematurely. Thegame sho }uld be saved ocassionally justin case this option is selected byaccident. The computer will verify thatyou really want to }end the game, andannounce a winner, if any.SUBSPACE COMMUNICATIONAfter all human players have taken theirturn, computer }players will take theirs.During a computer player's turn,communications are picked up by thecomputer via Subspace channels }. Themessages are encoded and impossible toread. The level of activity can be ascertained, however, for eachcommmunicatio }n is a fleet order of onesort or another.EMPIRE SHIPSAfter all players have taken their turn,each player will have their } worldsdisplayed with the number of ships builtby each world during the past year. Atally is made of the total number ofs }hips built. Empire or bonus ships arethen alloted to the player equal to one-third of the total(rounded to the lowest whol }e number).These ships can be placed on any one ofthe player's worlds. Move the stick upor down until the world to receive }theships is shown and press the trigger.The remaining players will proceed in a similar manner. This endsthe Fleet moveme }nt phase of a turn.FLEET ARRIVALS AND WORLD ATTACKSFleet arrivals and invasions will nowbegin. Fleets do not arrive in th }e orderthat they were sent. After all fleetsdue have arrived and attacks made theturn ends and the next begins until theg }ame ends.ame ends.re sent. After all fleetsdue have arrived and attacks made theturn ends and the next begins until theg SHIP COMBATCombat is resolved by the computer inaccordance with the Peace of Oberon,signed by all world leaders in 2486.}Regardless of fleet size a maximum of 15ships per side duel at a time, defenderon the left, attacker on the right.Sides al}ternate fire of the ships' Photon torpedoes until the lastship has fired. Replacements, if any,arrive and combat continues} until oneside is completely eliminated. If theattacker or a neutral world fleet hasbeen wiped out then combat has ended.}WITHDRAW FLEETIt is possible to withdraw attackingfleets during Ship combat. Prior to theinitial appearance of the attack}ingfleet, or before replacements arrive, agreen background will signal to theattacking Star Lord that he may withdrawhis }fleet to the nearestworld in his control. Pressing thetrigger at this time will automaticallywithdraw the fleet. Do not ha}ng on thetrigger, as this will allow the opposingfleet to jam the signal, indicated by ared background. Subspace channels }areclear for transmitting orders to withdraw only ocassionally.COMMAND SATELLITESIf a world under attack has beencontro}lled by its Lord for at least onefull turn, the defender will send theworld Command Satellite to battle if thedefending fl}eet was eliminated. TheCommand Satellite's offensive weapon isthe Mark IV disruptor missile, rated 90% effective against a}llships within range. The missiles arefired in tandem at the attacking ships.After any replacements arrive, theattacking }ships then fire on theSatellite. A torpedo must hit the powercore at the exact center of the Satellite to be effective. Co}mbatcontinues until either side isdestroyed. If the defender is eliminatedthen control of the world passes to theattackin}g Star Lord.ANTI-MISSILE PLASMA FIELDAll attacking fleets are equipped withthis defensive weapon. Used to destroyMark IV} missiles, the technology forPlasma Fields is immature and the energyrequirments to generate one are extreme.Thus the weap}on is unreliable. Prior toa Mark IV missilelaunch, an operational Plasma Field issignalled by a green background. Pressth}e trigger to activate the field.Pressing the trigger too soon will abortactivation of the field, signalled by ared backgro}und. A Plasma Field isoperational just long enough to desegregate and atomize Mark IVmissiles.SATELLITE SNUB MISSILESAs} a counter measure to Plasma Fields,it is sometimes possible for thedefending Star Lord to destroy them withSnub Missiles.} The defender launchesSnub missiles by pressing the START keyon the computer console. The Snubmissile will explode when in} contact with the Shield generators.Pressing the START key before it isneeded does NOT abort a Snub missilelaunch.THE L}ORDSAKBA SCIPIOLast of the ancient Star Lords, Scipiois more machine than man. Prostheticmanipulators for arms and tread}s forlegs, his nutritional requirementsinclude a daily recharge of hisbatteries. He has refused to take on anyapprentices}, claiming youth at the age of 306.DOMO TRAJANOver 200 hundred years old, Trajan is nospring chicken either. A veteran o}f manycampaigns, he trained under Callisto,greatest of the ancient Star Lords. Hereplaced his master after triumphingover} him in a duel that lasted fiftyyears.MOJO KHUFUBy contrast Khufu is a newcomer to theStar Lord clique, only recently tu}rning80. Vicious and unrelenting, he rosethrough the ranks quickly byassassinating the opposition if hecouldn't beat them} in a fair fight. Heclaims direct lineage to the ancient Pharoahs.DESIGNER NOTESSome space strategy games are more like}'Visicalc in Space' than stimulatingcompetition. Star Lords attempts toprovide the best of two worlds;challenges to the mi}nd by making it hardto win decisively and enjoyable graphicsand sound. The end result is I hope hours of enjoyment.My fav}orite Star Lord games are the wideopen ones with 40 worlds, no NeutralShip building and 3 opponents. This gamemust initial}ly resemble the OklahomaLand Rush, as players snap up neutralworlds as fast as their fleets can getto them. After the neu}trals are eliminated a period followswhere playeres consolidate theirholdings and plot against the opponents.Don't spread }your ships too thin or yourempire might get torn to shreds. Attackworlds that are in good locations wherethey can be prote}cted as well as offerprotection. The ability to counterattackand regain lost worlds is significant.When attacking, make s}ure that you send enough ships totake on the Command Satellite aftereliminating the enemy fleet. Inmulti-player games wher}e there is stilla balance of power, try to avoidfrequent large battles. This willinevitably weaken your overall position}. The computer players can be verytough if they have the advantage. Whenone player gets stronger than the restthey try to }gang up on him. The abilityto manage your ships, putting them whereyou need them and discouraging largebattles that you do}n'twant to fight are the two most importantskills in Star Lords.ACKNOWLEDGEMENTSStar Lords was produced usingcopyrighte}d software products of MonarchData Systems, Cochituate, MA 01778, andPM Animator, copyright 1983 by Tronix,2265 Westwood B}lvd., L.A., CA 90064lvd., L.A., CA 90064s, Cochituate, MA 01778, andPM Animator, copyright 1983 by Tronix,2265 Westwood B*B%DOS SYSB*)DUP SYSBRSLORDS 001B.LORDS 002B+LORDS 003STARLORDS SIDE B VULCAN SOFTWARE GA-21 10/23/87