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A  +^ A@-@2}@1( NO SUCH FILE!E-@AI T@^ @0tA@H72A@@2}K-@@PO q2t$U +@#@A1B7tACAY2}UA@U-6-F:A`,%AV$F:Aa,%@A&@@pU%@@_-@2}@9@-%@1 M-@@@@[%_ W%@A@e.%@BF:A`,2 }E%@CF:Aa,W@?-@*(analog ml editor<AY@4?$>#@@2 }K:0)@;@>$D:MLEDITOR.BAS + oA  nJ0?$!# >nJ%  "+ nJ$rAAČ-AŌq{BAq{BA q{BA q{ }BA" {op{AŒ{ - -{--nJ%"̠Ǡ }"3 4 5 6 7 8 9 12!      "*R|^+ D*}G$ۢ|G% |+nJ$rAAČ-AŌBA}BA}}BA }BA }BA" -  - +}nJ%4}+"G$}ABLUEA}ARED A}}AGOLDA}AWHITEAAD-AF }AF}G%"*}$Ԏ+*}۪ ~"ARE YOU SURE (YES NO)*~R+۪3~AݘƘ-۪A~[ " PLAYER STATU}S~~ AT END OF GAME"̠ĠР̠Ԡ'ҠӠӠǠӠӠ}nJ$ABLUEAAREDAAGOLDAAWHITEAADrA AF"A("}A("A("ƍ A("ƌA(AF G$G%nJ%ݘ}*R+A-ABAA(|A(A(*A(|A(A([}-AA-AИu\~AQ$ ~AA(|A(A(Q%AF}  WAS WINNING THE WAR HAS WON A TOTAL VICTORY @HAS ROUTED ALL OPPONENTS\^1},2,3,4,5,6,7,8,9,10,11,12,14,16,20,32,40,45,50,100,53770,256,170,124,700,1780,1784,6000,53248'RTA1,A1,A1,3A1,f}A1,A1,A1,6A1,A1,A1,A1,A1,]A1,KA1,A1,lA1,NA1,/B1,A1,QA1,EA1,HA1,A1,A1,A1,}}ECON. NAME SHIPSECON.Orion 9 S Kepler 8CArtica 7 U Falchion 6SRhea ?} 5 S Pyxis 4CVolans 3 U Hydra 9STitus 8 S Lyrae 7CArg@}os 6 U Einstein 5SAlesia 4 S Ceti 3CEphesus 9 U Megiddo 8SA}Terminus 7 S Centauri 6CAmazon 5 U Luxor 4SIshtar 3 S Baybars B} 6CKrypton 9 U Tethys 8STerra 7 S Oberon 6CTycho 5 U Galileo C} 4SSahel 3 S Helios 9COcean 8 U Spartos 7SNewton 6 S ElysD}ium 5CIrata 4 U Janus 3SWORLD ECONOMYA world's economy affects the annualproduction of shiE}ps. There are 3 levelsof economic stability.S = Stable, mature economy capable ofbuilding 150% of the nominal buildingraF}te.C = Fluctuating economy subject todeclines to 50% of the nominal buildingrate.U = Unstable primitive economy wheretG}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.H} Odd nominal ratesare always rounded to the next lowereven number.Example B - Lyrae, a 'C' planet willbuild 7 ships 50% I}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 J}time.During scenario design, each player willbe assigned a Home world. The remainingworlds in the galaxy are selectedrandK}omly by the computer from theNeutral worlds. If there are less than 4players, remaining Home worlds may alsobe selected toL} start as Neutral worlds. Each world is onlyselected once, so a 40 world galaxy willhave every available world. Each worldM}will also be identified by a number.NEUTRAL WORLD ACTIVITYAt the beginning of a game, each Neutralworld will have a fleeN}t equal to onefull year of its nominal ship buildingrate. If during scenario design theNeutral worlds are instructed to buO}ildfleets, then each year they will buildships equal to one-halfthe nominal rate, adjusted to theireconomy. If not ordereP}d to build theinitial fleet is never reinforced. Untila player conquers or scouts a neutralworld its' ship building rate iQ}sdifficult to determine. Neutral worldfleets never attack other worlds.Example A - Neutral Worlds build fleets.FalchionR}, an 'S' world has a nominalship building rate of 6. A playerinvading Falchion on turn 1 wouldencounter 9-10 ships (6+3+1 S}possible).Unless the world is conquered it willcontinue to build defensive ships at thesame rate.Example B - Neutral worT}lds do not buildfleets.Tycho has a nominal ship building rateof 5. The first player to invade Tychowill encounter 5 shipsU} on any turn. Noadditional defensive ships will bebuilt.Once a Neutral world has been conqueredit will always be allied V}to a player. Itwill build ships at the nominal rate,adjusted by its economic type. Theseships are controlled by the playerW} incontrol of the world.ROBOT SHIPSEach player selects a ship design. Thereare 6 ship designs which differ in bothappeaX}rance and accuracy of their weaponwhen Attacking and Defending. The Attackand Defense factors have a range of 0.8to 1.2. WY}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% 9Z}%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 ta}he galaxy is acceptable,it is important to understand FleetTravel Time.TIME AND DISTANCE TABLEDistance from one point tb}o adjacenthorizontal or vertical point500 light yearsOne year flight, maximum range1000 light yearsTwo year flight, maxic}mum range3000 light yearsThree year flight, maximum range6000 light yearsFor 4 or more years, add 3000 lightyears ranged} for each added year.Using this table and the map "THEGALAXY" on the following page, a fleetsent from world 01 to world 0e}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 nextf}turn if 1001-3000 light years distant, and so on. A galaxy ofreasonable design should have about 20%of the worlds within 2g} years flight timeof your Home world.SUGGESTED SCENARIOSBeginner: One player, 10-16 worlds,10-20 turns and Neutrals buih}ld fleets.2 player games: 17-24 worlds, 30-40turns and Neutrals build fleets.3 player games: 25-32 worlds, 50-75turns ai}nd Neutrals do not build fleets.4 player games: 33-40 worlds, 50-100turns and Neutrals do not build fleets.SCENARIO DESIj}GNNEW OR SAVED GAME?To start a new game, press 'N'. Tocontinue a game previously saved, press'S' and follow the simple ik}nstructions.NOTE that pressing the 'ESC' key duringscenario design will restart the entireprocess.NUMBER OF PLAYERS (1-l}4)Enter the number of players, includingany computer opponents that are going toplay.# OF COMPUTER PLAYERS (0-X)Enter tm}he number of computer players. Atleast one human player is required.HOW MANY WORLDS (10-40)Enter the number of worlds than}t thegalaxy will have.HOW MANY TURNS (10-99)Enter the number of turns(years) thatthe game will be played.WILL NEUTRAL o}WORLDS BUILD DEFENSIVEFLEETS (1-YES 2-N0)Press '1' if the Neutral worlds are tobuild fleets. Press '2' for noadditional dp}efensive ship building.ENTER PLAYER'S NAMEThe Home world that you control isindicated. Enter your name which will beprefq}aced by 'Lord'. If your name is lessthan 6 letters long, press RETURN afterentering it.ANY CHANGES (1-YES 2-N0)Press '1'r} if changes to the scenario aredesired. All preceding steps will berepeated. If no changes are needed,press '2'.Now plug s}a joystick into the left port.SHIP SELECTIONThe ship designs are now displayed.Select a ship by moving the joystick uport} down until the number correspondingto the design is shown at the bottom ofthe screen. The ship is assigned to youand erasu}ed from the screen. The otherplayers then select from the remaining ships until all playershave a design.ed from the screv}en. The otherplayers then select from the remaining ships until all playershave a design.]GALAXY CONSTRUCTIONThe computer now constructs a galaxy.Each player's Home world is indicated byits own color, with the N"x}eutral worldsshown as smaller blue on white worlds.Each player should have the choice tohave the galaxy remade. Move thej"y}oystick right for a new galaxy. Move it left if the galaxy issatisfactory. All computer opponents, ifany, will then accept"z} 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"}he 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. 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 90064$*