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Vast areas of the galaxy coulV}d now be reached quickly.An explosion of exploration followed this discovery. Alien races were contacted for the first timeW}. They too had found the portals and were as determined as man to rule the galaxy. Bloody and devastating wars were fought. AX}s if this weren't bad enough, men began to fight among themselves. The known galaxy was on the verge of destruction when inspY}ired world leaders signed a landmark agreement. The disputed worlds would thereafter be fought over by Star Lords, an elite wZ}arrior cult whose members are specially trained to command unmanned ships and weapons systems.It is now the 27th Century an[}d you are a Star Lord, competing with other Star Lords for control of those worlds. Your ability to command the robot fleets \}and extend your rule will determine the outcome of the conflict.SYSTEM REQUIREMENTSAn ATARI computer with 48K RAM, one di]}sk drive and one joystick for each player.LOADING INSTRUCTIONSWith the computer turned off, remove any program cartridges^} and turn on the disk drive and monitor. Insert the program disk in the drive. On 400/800 systems simply turn on the computer_}. On XL/XE systems, press the OPTION key while turning on the computer. The scenario program will load automatically. After t`}he title screen appears, press the START key when ready to play.RULES AND BACKGROUNDIn accordance with the Treaty of Obera}on, signed by all world leaders in 2492, the following rules prevail:1 to 4 players (1 or 2 Humans) compete for control of b}up to 40 worlds. Each player begins with control of a Home world and a fleet of 120 ships. By ordering fleets of various sizec}s players attack and attempt to eliminate opposing defenses, gaining control of worlds. Worlds controlled by a player will bud}ild ships and defenses for the player controlling the world, and these ships can then be ordered to attack or sent to allied e}worlds. Ship factories can also be constructed to increase the building capacity of a world.GAME LIMITATIONS f} MIN. MAX.# HUMAN PLAYERS 1 2# COMPUTER PLAYERS 0 3NUMBER OF TURNS 10 99NUMBER g}OF WORLDS 10 40SHIP BUILDING,PER YEAR/PER WORLD 1 12FLEET SIZE 1 1,999# OF FLEETS INTRAh}NSIT(PER PLAYER) 0 30THE WORLDS40 Worlds are available for game scenarios. Each world has a maximum ship building i}capacity equal to the number of factories on the world.WORLDS AND # OF FACTORIES AT START OF GAMENAME FACTORIES }GALAXY CONSTRUCTIONThe computer now constructs a galaxy. Each player's Home world is indicated by its own color, with the N k}eutral worlds shown as smaller green on white worlds. Each player will have the option to have the galaxy remade. Move the jo l}ystick left for a new galaxy. Move it right if the galaxy is satisfactory. All computer opponents, if any, will then accept o m}r reject the galaxy.GAME LOADOnce all players have accepted the galaxy, the computer will request that a formatted disk b n}e placed in the drive. [You may use the game disk to save data for one game (filed as "D:STARLORD")]. When the proper disk is o} in the drive, press the joystick trigger to save the scenario. Then make sure the game disk is in the drive and press the tr p}igger. The Game program will load and run automatically. Once the game program and game data have been loaded, the World Stat q}us Chart is displayed.WORLD STATUSPlayers take turns in numerical order. Each player has their own color which indicates r}the worlds that they control. Neutral worlds are shown simply as green on white numbers. Information about each world is list s}ed. From left to right, the Star Lord controlling the world, the world number, the maximum ships built per year by the world, t} and the size of the fleet stationed at the world. All fleet orders are given when WORLD STATUS is displayed.FLEET ORDERS u}All fleet orders should be top secret. To order a fleet, move the joystick up or down until the world that the fleet is being v} sent from (one that you control) is shown next to 'FROM-' and press the trigger. Then move the joystick up or down until the w} world the fleet is being sent to is shown next to the 'TO-' and press the trigger. Next move the stick in the same manner un x}til the fleet size is correct and press the trigger. Press the trigger again to launch the fleet. You may cancel the order at y} any time prior to launch by moving the joystick left. After a fleet is launched it cannot be ordered back. Use the Fleet Log z} provided to note your fleet moves. Fleets cannot be sent to the same planet that they are launched fromTo end you turn, mo {}ve the stick right before starting a fleet order. Do this only after you've issued all of your fleet orders.To exit the Wor |}ld Status display, press the trigger before starting a fleet order. A menu will appear. Position the arrow by moving the stic }}k up or down, and press the trigger when the flashing arrow is next to the desired selection.MENU SELECTIONSWORLD STATUS- ~}LAUNCH FLEETSThis selection is described above.WORLD IDENTITY/FACTORY MAPSThese two maps will be used frequently, and o }ne can be accessed directly from the other by moving the joystick forward.Identity MapThis is the layout of the galaxy sho }wing the worlds in their respective positions. Each player has their own color which indicates the worlds under their control }. Neutral worlds are shown as green on white. Color designations will change as players lose or gain control of worlds. A cha }rt has been provided to note the location of the worlds if desired.Factory MapThis map portrays the galaxy with the worlds } sized by the number of factories on them. A scale is shown on the lower portion of the screen indicating the number of facto }ries on the worlds. Color designations are the same as for the World Identity Map. Neutral worlds are always shown as size '6 }' worlds, green on white.FLEET TRAVEL TIMEThe World Identity Map is displayed to aid calculations. Move the stick as in o }rdering fleets. The distance between any two worlds can be determined, along with the year that a fleet would arrive if sent }from one to the other.PLAYER STATUSThe Player Status chart shows for each player the number of worlds that they control, }the combined size of the fleets stationed at those worlds, the total number of factories on the worlds, the number of fleets }in transit and the combined size of the fleets.LAST YEAR SHIP PRODUCTIONThe Ship Production chart is displayed, showing t }he number and name of each planet, the number of ships it built in the previous year and the economic rating. The current pla }yer's worlds are indicated by the world numbers shown as inverse. Neutral worlds do not have an ID number and are not in nume }rical order.SAVE GAMEMake this selection to save a game in progress. Follow the simple instructions on the screen. (The g }ame disk may be used to save data for one game).END GAMEYou may end the game prematurely. The game should be saved ocassi }onally just in case this option is selected by accident. The computer will verify that you really want to end the game, and r }ender its opinion on who won the game.SUBSPACE COMMUNICATIONAfter all human players have taken their turn, computer playe }rs will take theirs. During a computer player's turn, communications are picked up by the computer via Subspace channels. The } messages are encoded and impossible to read. The level of activity can be ascertained, however, for each commmunication is a } fleet order of one sort or another.EMPIRE SHIPSAfter all players have taken their turn, each player will have their worl }ds displayed with the number of ships built by each world during the past year. A tally is made of the total number of ships }built. Empire or bonus ships are then alloted to the player equal to one-third of the total (rounded to the lowest whole numb }er). These ships can be placed on any one of the player's worlds. Move the stick up or down until the world to receive the sh }ips is shown and press the trigger. The remaining players will proceed in a similar manner. This ends the Fleet movement phas }e of a turn.FACTORY CONSTRUCTIONAll players that rule planets that qualify for factory construction can now build a facto }ry on as many as 3 such planets. These planets will be displayed one by one until all factories are built or construction is }ended. Move the joystick up to select the displayed planet for a new factory, down to display the next available planet. Pres }s the trigger to end factory construction if no more new factories are wanted.FLEET ARRIVALS AND WORLD ATTACKSFleet arriv }als and invasions will now begin. Fleets do not arrive in the order that they were sent. After all fleets due have arrived an }d attacks made the turn ends and the next begins until the game ends.at they were sent. After all fleets due have arrived an FSHIP COMBATRegardless of fleet size a maximum of 15 ships per side duel at a time, defender on the left, attacker on the ri}ght. Informative text and the world's factories are shown on the lower part of the screen. Sides alternate fire of the ships'} Photon torpedoes until the last ship has fired. Replacements, if any, arrive and combat continues until one side is complete}ly eliminated. If the attacker or a neutral world fleet has been wiped out then combat has ended.WITHDRAW FLEETIt is poss}ible to withdraw attacking fleets during Ship combat. Prior to the initial appearance of the attacking fleet, or before repla}cements arrive, a green background will signal to the attacking Star Lord that the fleet may be withdrawn to a nearby world }controlled by the Star Lord. Pressing the trigger at this time will automatically withdraw the fleet. Do not hang on the trig}ger, as this will allow the opposing fleet to jam the signal, indicated by a red background. Subspace channels for transmitti}ng orders are full of static, and larger fleets have a better chance of receiving the signal. STRATEGIC DEFENSE SATELLITE (}SDS)If a world under attack has been controlled by its Lord for at least one turn, the defender will send the world's SDS t}o battle if the defending fleet was eliminated. The SDS's offensive weapon is the Mark IV disruptor missile, rated 90% effect}ive against all ships within range. The missiles are fired in tandem at the attacking ships. After any replacements arrive, t}he attacking ships then fire on the SDS. A torpedo must hit the power core at the exact center of the SDS to be effective. Co}mbat continues until either side is destroyed. If the defender is eliminated then control of the world passes to the attackin}g Star Lord.FACTORY DESTRUCTIONPlanets with more than 4 and less than 12 factories may have some of them destroyed when t}he defending SDS is blown up. Home world factories and the first 4 factories of any other world are completely shielded from }destruction. Worlds with a lot of factories are more likely to have a few of them destroyed.PLASMA FIELDAll attacking fle}ets are equipped with this defensive weapon. Used to destroy Mark IV missiles, the technology for Plasma Fields is immature a}nd the energy requirments to generate one are extreme. Larger fleets have a better chance of generating the power for one. Pr}ior to a Mark IV missile launch, an operational Plasma Field is signalled by a green background. Press the trigger to activat}e the field. Pressing the trigger too soon will abort activation of the field, signalled by a red background. A Plasma Field }is operational just long enough to desegregate and atomize Mark IV missiles.SDS KILLER BEE MISSILESAs a counter measure t}o Plasma Fields, it is sometimes possible for the defending Star Lord to destroy them with Killer Bees. The defender launches} Killer Bees by pressing the trigger. The Killer Bee will explode when in contact with the Shield generators. Pressing the tr}igger before it is needed does NOT abort a Killer Bee launch.THE COMPUTER STAR LORDSVAAR SCIPIOLast of the ancient Star} Lords, Scipio is more machine than man. Prosthetic manipulators for arms and treads for legs, his nutritional requirements i}nclude a daily recharge of his batteries. He has refused to take on any apprentices, claiming youth at the age of 306.FEYD }TRAJANOver 200 hundred years old, Trajan is no spring chicken either. A veteran of many campaigns, he trained under Callist}o, greatest of the ancient Star Lords. He replaced his master after triumphing over him in a duel that lasted fifty years.M}OJO KHUFUBy contrast Khufu is a newcomer to the Star Lord clique, only recently turning 80. Vicious and unrelenting, he ros}e through the ranks quickly by assassinating the opposition if he couldn't beat them in a fair fight. He claims direct lineag}e to the ancient Pharoahs.DOMO WARFOGWarfog is a washout from the Star Lord Academy. He has no strategy and is employed b}y the Neutral worlds to command their fleetsPLAYING TIPS1. Grab as many worlds as possible in the first few turns.2. Att}ack hostile planets that have a lot of factories.3. Maintain control of planets that are adjacent. Its easier to assemble fl}eets and also limits access by opponents.4. When attacking send extra ships to take care of the SDS.5. Build factories on p}lanets you intend to keep control of. Don't build them on planets you can't hold.6. Home Worlds are valuable and should alwa}ys be well defended.7. Computer players will gang up on anyone that has a lot more ships than they do.The computer players} were not set for difficulty levels, as this usually means more or less artificial stupidity. They all play tough, but its ea}sier to beat one of them than 3 of them. It is very difficult to win 4 player games.ACKNOWLEDGEMENTSStar Lords was produc}ed using copyrighted software products of Monarch Data Systems, Cochituate, MA 01778, and PM Animator, copyright 1983 by Tron}ix, 2265 Westwood Blvd., L.A., CA 90064f Monarch Data Systems, Cochituate, MA 01778, and PM Animator, copyright 1983 by Tron( FACTORIESTriton (H) 12Palladia (H) 12Draco (H) 12Knossos (H) 12Orion 10 Kepler 9}Artica 8 Falchion 7Rhea 6 Pyxis 5Volans 4 Hydra 10Titus 9 } Lyrae 8Argos 7 Einstein 6Alesia 5 Ceti 4Ephesus 10 Megiddo 9Term}inus 8 Centauri 7Amazon 6 Luxor 5Ishtar 4 Baybars 7Krypton 10 Teth}ys 9Terra 8 Oberon 7Tycho 6 Galileo 5Sahel 4 Helios 10Ocean } 9 Spartos 8Newton 7 Elysium 6Irata 5 Janus 4Planets with an (H) will hav}e 12 factories if used as a Home World, 10 factories otherwise.During scenario design, each player will be assigned a Home }World. The remaining worlds in the galaxy are selected randomly by the computer. Each world is only selected once, so a 40 wo}rld galaxy will contain every available world. Each world will also have an identifying number.WORLD ECONOMYA world's shi}p production is affected by the world's economic performance. Rated every year by the resulting ship production, a world's ec}onomy can be Good, Bad or Terrible.G = Good. Each factory on the world built a ship.B = Bad. The factories have built 60-}75% of the maximum number of ships possibleT = Terrible. The world's factories have built 25-40% of the maximum ships possi}ble.Every world that has been conquered in the previous year will have a Terrible year, followed by a Bad year. After this,} a world's rating will fluctuate between Good and Bad. Home Worlds begin with a Terrible year, followed by a Bad year.WORLD} SHIP PRODUCTIONRATINGGOOD 4 5 6 7 8 9 10 12BAD 3 3 4 4 5 6 7 8TERRIBLE 1 2 2 2 3 3 3 } 4BUILDING FACTORIESMany planets can have more factories built on them, thereby increasing their ability to build ships. }A player-controlled world that has a Good rating may be able to have its factories increased by one up to a maximum of 10. Up} to 3 of a player's worlds that have a Good rating may have a factory built on them in a year. Home worlds (12 factories) or }any other world that has 10 factories cannot have more factories built on them.NEUTRAL WORLD ACTIVITYAt the beginning of }a game, each Neutral world will have a fleet equal to one Good year's production (the number of its factories). If during sce}nario design the Neutral worlds are instructed to build fleets, then each year they will build ships at one-half the Good rat}e (rounded). If not ordered to build the initial fleet is never reinforced. Neutral world fleets never attack other worlds.}Example A - Neutral Worlds build fleets.Falchion starts with 7 factories, 7 ships. A player invading Falchion on turn 1 wou}ld encounter 10 ships (7+3). Unless the world is conquered it will continue to build ships at the same rate.Example B - Neu}tral worlds do not build fleets.Tycho begins with 6 ships and factories. The first player to invade Tycho will encounter 6 s}hips on any turn. No additional ships will be built as long as the planet remains Neutral.Once a Neutral world has been con}quered it will always be ruled by a player. It will build ships based on the number of factories it has, rated annually by it}s economic performance. These ships are controlled by the player ruling the world.ROBOT SHIPSEach player selects a ship d}esign. There are 6 ship designs which differ in both appearance and accuracy of their weapon when Attacking and Defending. Th}e Attack and Defense factors have a range of 0.8 to 1.2.Each ship's Attack and Defense factors always equal 2 when added to}gether, so no ship design has an overall advantage. A design can only be selected once. Ships used to defend Neutral worlds w}ill be of a design not chosen by a player and have a Defense factor of 1.0.THE GALAXY AND FLEET TRAVEL TIMEThe galaxy wil}l vary in size according to the number of worlds it has, and is represented by a grid.# OF WORLDS SIZE OF GALAXY 3}3-40 18x20 25-32 16x18 17-24 14x16 10-16 12x14During scen}ario design, the galaxy will be constructed and worlds placed on the grid by the computer. Each player has their own color to} indicate their home world, with Neutral worlds shown as one size colored green on white. Players have the option to have the} galaxy reconstructed. In order to determine if the galaxy is acceptable, it is important to understand Fleet Travel Time.T}IME AND DISTANCE TABLEDistance from one point to adjacenthorizontal or vertical point 500 light yearsOne }year flight, maximum range 1500 light yearsTwo year flight, maximum range 4500 light yearsThree y}ear flight, maximum range 12000 light yearsAll planets are within 12000 light years (a 3 year flight) of each oth}er.Referring to this table, a fleet sent from world 01 to world 02, e.g., would arrive at the end of the same turn(year) if} world 02 is 1500 or less light years away, at the end of the next turn if 1501-4500 light years distant, and in 2 turns if f}urther than 4500 light years. A galaxy of reasonable design should have at least one/third of the worlds within 2 years fligh}t time of your Home world.SUGGESTED SCENARIOSBeginner: One player, 10-16 worlds, 10-20 turns and Neutrals build fleets. T}his is a non-competitive introduction to most of the game mechanics. 2 player games: 17-24 worlds, 30-40 turns and Neutral}s build fleets.3 player games: 25-32 worlds, 50-75 turns and Neutrals do not build fleets.4 player games: 33-40 worlds, 5}0-99 turns and Neutrals do not build fleets.SCENARIO DESIGNThe following selections are made at the beginning of every ga}me, and are displayed on the screen in the same order. NOTE that pressing the 'ESC' key during this time will restart the ent}ire selection process.NEW OR SAVED GAME?To start a new game, press 'N'. To continue a game previously saved, press 'S' and} follow the simple instructions.NUMBER OF HUMANS (1-2)?Enter the number of players.NUMBER OF ALIENS (0-X)?Enter the num}ber of computer players. At least one human player is required.HOW MANY WORLDS (10-40)?Enter the number of worlds that the} galaxy will have.HOW MANY TURNS (10-99)?Enter the number of turns(years) that the game will be played.WILL NEUTRAL WORL}DS BUILD DEFENSIVE FLEETS (1-YES 2-N0)?Press '1' if the Neutral worlds are to build fleets. Press '2' for no additional defe}nsive ship building.ENTER PLAYER'S NAMEThe Home world that you control is indicated. Enter your name which will be preface}d by 'Lord'. If your name is less than 6 letters long, press RETURN after entering it.ANY CHANGES (1-YES 2-N0)Press '1' if} changes to the scenario are desired. All preceding steps will be repeated. If no changes are needed, press '2'. This is also} the last chance to use the 'ESC' for a similar result.From this point on all input is done with a joystick. Plug one in th}e left port for player one. Player two uses a joystick plugged into the right port.SHIP SELECTIONThe ship designs are now} displayed. Select a ship by moving the joystick up or down until the number corresponding to the design is shown at the bott}om of the screen, and press the trigger. The ship is assigned to you and erased from the screen. The other players then selec}t from the remaining ships until all players have a ship.an first walked on the moon he was confined to the solar system and: Each player has their own color to indicate their home world, with Neutral worlds shown as one size colored green on white. }Players have the option to have the galaxy reconstructed. In order to determine if the galaxy is acceptable, it is important }to understand Fleet Travel Time.TIME AND DISTANCE TABLEDistance from one point to adjacenthorizontal or vertical point } 500 light yearsOne year flight, maximum range 1500 light yearsTwo year flight, maximum range } 4500 light yearsThree year flight, maximum range 12000 light yearsAll planets are within 12000 light }years (a 3 year flight) of each other.Referring to this table, a fleet sent from world 01 to world 02, e.g., would arrive a }t the end of the same turn(year) if world 02 is 1500 or less light years away, at the end of the next turn if 1501-4500 light } years distant, and in 2 turns if further than 4500 light years. A galaxy of reasonable design should have at least one/third } of the worlds within 2 years flight time of your Home world.SUGGESTED SCENARIOSBeginner: One player, 10-16 worlds, 10-20 } turns and Neutrals build fleets. This is a non-competitive introduction to most of the game mechanics. 2 player games: 17 }-24 worlds, 30-40 turns and Neutrals build fleets.3 player games: 25-32 worlds, 50-75 turns and Neutrals do not build fleet}s.4 player games: 33-40 worlds, 50-99 turns and Neutrals do not build fleets.SCENARIO DESIGNThe following selections ar}e made at the beginning of every game, and are displayed on the screen in the same order. NOTE that pressing the 'ESC' key du}ring this time will restart the entire selection process.NEW OR SAVED GAME?To start a new game, press 'N'. To continue a g}ame previously saved, press 'S' and follow the simple instructions.NUMBER OF HUMANS (1-2)?Enter the number of players.NU}MBER OF ALIENS (0-X)?Enter the number of computer players. At least one human player is required.HOW MANY WORLDS (10-40)?}Enter the number of worlds that the galaxy will have.HOW MANY TURNS (10-99)?Enter the number of turns(years) that the game} will be played.WILL NEUTRAL WORLDS BUILD DEFENSIVE FLEETS (1-YES 2-N0)?Press '1' if the Neutral worlds are to build fleet}s. Press '2' for no additional defensive ship building.ENTER PLAYER'S NAMEThe Home world that you control is indicated. En}ter your name which will be prefaced by 'Lord'. If your name is less than 6 letters long, press RETURN after entering it.AN}Y CHANGES (1-YES 2-N0)Press '1' if changes to the scenario are desired. All preceding steps will be repeated. If no changes }are needed, press '2'. This is also the last chance to use the 'ESC' for a similar result.From this point on all input is d}one with a joystick. Plug one in the left port for player one. Player two uses a joystick plugged into the right port.SHIP }SELECTIONThe ship designs are now displayed. Select a ship by moving the joystick up or down until the number corresponding} to the design is shown at the bottom of the screen, and press the trigger. The ship is assigned to you and erased from the s}creen. The other players then select from the remaining ships until all players have a ship.ned to you and erased from the s]ed to you and erased from the screen. 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