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AF'6-%@!@Y' AZ 5} @ d(ԠΠϠn)@x(>:A%,$ F:A,A6AP9F:A,"A5}6#@.@9@V(0(%END OF MANUAL - PRESS TO RE-RUND(ANY KEY TO EXITVAdAU5}F:B2y,"@%-F:Ad,AU*AdAU- A0 4E:$&-@@"(5}@& 6-$PA@h'A @9AR@F(>:A%,P A($-+@@&B5}:,,'@@(('-@@'( DOCUMENTATION/-@ @/((S)creen or (P)rinter)@5}!!"@)"AA&!!"@)"AAu0 A0?86-@86.E:5@@5}8$X'('( Width 1) 40 columns]$$( 2) 80 columnsb<)@6-&@H< @5})!@Al:6-$@@6.P:7@@:$B A0(ˠҠĠԠ6}THE GAMEUntil the 24th Century man was confined to to earth, exploring the solar system and nearby stars. Space flight was :}measured in fractions of the speed of light. Then Tamara Newton, inheriting the genius of her ancestor, developed an elegant :}theory that pre dicted the occurrence of portals in the universe. Portals drastically cut the length of space flights. Man qu:}ickly developed ships that could locate the portals. The galaxy was finally open for exploration.Exploration proceeded rapid:}ly. Only a few worlds were found suitable for colonization, and a very few of these advanced rapidly and began to dominate. D:}ifferences in culture arose. Bloody and devastating wars were fought. When all that man had worked for was on the eve of dest:}ruction, peace of a sort was hammered out. Future disputes would be decided by Star Lords especially trained to command unman:}ned ships and robot satellites, duelling with other Star Lords in the far reaches of space. The ultimate victory was now comp:}lete control of the galaxy.It is now the 27th Century and you are a Star Lord, competing with up to 3 other Star Lords for c: }ontrol of a galaxy having myriad variations. The computer can play the role of as many as 3 Star Lords. Your ability to comma: }nd the robot fleets and extend your control will determine the outcome of the conflict.SYSTEM REQUIREMENTSAn ATARI compu: }ter with 48K RAM, one disk drive and one joystick.LOADING INSTRUCTIONSWith the computer turned off, remove any program c: }artridges 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 systems, press the OPTION key while turning on the computer. The scenario program will load automatically. A:}fter the title screen appears, press the START key when ready to play.RULES AND BACKGROUND1 to 4 players compete for con:}trol of the known galaxy. Each player begins with control of a Home world and a fleet of 120 ships. By ordering fleets of var:}ious sizes players attack and attempt to eliminate opposing fleets, gaining control of worlds. World s controlled by a player:} will build ships every year for the player controlling the world, and these ships can then be ordered to attack or sent to a:}llied worlds. Additional ships are also built at a rate determined by the total ships built by worlds under a player's contro:}l and placed on them for future use. GAME LIMITATIONS MIN. MAX.NUMBER OF PLAYERS :} 1 4NUMBER OF COMPUTER PLAYERS 0 3NUMBER OF TURNS (YEARS) 10 99NUMBER OF :}WORLDS 10 40SHIP BUILDING, PER YEAR 0 18FLEET SIZE, IN TRANSIT 1 1,999:}FLEET SIZE, WORLD FLEET 0 1,999NUMBER OF FLEETS, IN 0 30TRANSIT (PER PLAYER)THE WORLDS:}40 Worlds are available for game scenarios. Each world has a nominal ship building capacity that is adjusted during each turn:} according to the stability of that world's economy.HOME WORLDSNAME SHIPS ECON.Triton 12 :} SPalladia 12 SDraco 12 SKnossos 12 SNEUTRAL W:}ORLDSNAME SHIPS ECON. NAME SHIPS ECON.Orion 9 S Kepler 8 CArtica 7 :}U Falchion 6 SRhea 5 S Pyxis 4 CVolans 3 U Hydra 9 S:}Titus 8 S Lyrae 7 CArgos 6 U Einstein 5 SAlesia 4 S Cet:}i 3 CEphesus 9 U Megiddo 8 STerminus 7 S Centauri 6 CAmazon :} 5 U Luxor 4 SIshtar 3 S Baybars 6 CKrypton 9 U Tethys :}8 STerra 7 S Oberon 6 CTycho 5 U Galileo 4 SSahel 3 S: } Helios 9 COcean 8 U Spartos 7 SNewton 6 S Elysium 5 CI:!}rata 4 U Janus 3 SWORLD ECONOMYA world's economy affects the annual production of ships. The:"}re are 3 levels of economic stability.S = Stable, mature economy capable of building 150% of the nominal building rate.C :#}= Fluctuating economy subject to declines to 50% of the nominal building rate.U = Unstable primitive economy where there ma:$}y be no ships built.Example A - Orion, an 'S' world will build 9 ships 50% of the time and 13 ships 50% of the time. Odd no:%}minal rates are always rounded to the next lower even number.Example B - Lyrae, a 'C' planet will build 7 ships 50% of the :&}time, 4 ships 50% of the time.Example C - Ocean, a 'U' world will build 8 ships 50% of the time, 0 ships 50% of the time.:'}During scenario design, each player will be assigned a Home world. The remaining worlds in the galaxy are selected randomly b:(}y the computer from the Neutral worlds. If there are less than 4 players, remaining Home worlds may also be selected to start:)} as N eutral worlds. Each world is only selected once, so a 40 world galaxy will have every available world. Each world will :*}also be identified by a number.NEUTRAL WORLD ACTIVITYAt the beginning of a game, each Neutral world will have a fleet eq:+}ual to one full year of its nominal ship building rate. If during scenario design the Neutral worlds are instructed to build :,}fleets, then each year they will build ships equal to one-half the nominal rate, adjusted to their economy. If not ordered to:-} build the initial fleet is never reinforced. Until a player conquers or scouts a neutral world its' ship building rate is di:.}fficult to determine. Neutral world fleets never attack other worlds .Example A - Neutral Worlds build fleets. Falchion, a:/}n 'S' world has a nominal ship building rate of 6. A player invading Falchion on turn 1 would encounter 9-10 ships (6+3+1 pos:0}sible). Unless the world is conquered it will continue to build defensive ships at the same rate.Example B - Neutral worlds:1} do not build fleets.Tycho has a nominal ship building rate of 5. The first player to invade Tycho will encounter 5 ships on:2} any turn. No additional defensive ships will be built.Once a Neutral world has been conquered it will always be allied to :3}a player. It will build ships at the nominal rate, adjusted by its economic type. These ships are controlled by the player in:4} control of the world.ROBOT SHIPSEach player selects a ship design. There are 6 ship designs which differ in both appear:5}ance and accuracy of their weapon when Attacking and Defending. The Attack and Defense factors have a range of 0.8 to 1.2. Wi:6}th 0.8 as a basis the accuracy of fire increases on the average as follows:0.8 0.9 1.0 1.1 1.2 0% 2% 4% 7% 9%:7}Each ship design Attack and Defense factors when added together always equal 2, so no ship design has an overall advantage. :8}A design can only be selected once. Ships used to defend Neutral worlds will be of a design not chosen by a player and have a:9} Defense factor of 1.0.THE GALAXY AND FLEET TRAVEL TIMEThe galaxy will vary in size according to the number of worlds it::} has, and is represented by a grid.# OF WORLDS SIZE OF GALAXY 33-40 18x20 25-32 16:;}x18 17-24 14x16 10-16 12x14During scenario design, the galaxy will be constructed and wor:<}lds placed on the grid by the computer. Each player has their own color to indicate their home world, with Neutral worlds sho:=}wn as one size colored blue 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 :?}adjacent horizontal or vertical point - 500 light yearsOne year flight, maximum range 1000 light yearsTwo year flight, maxi:@}mum range 3000 light yearsThree year flight, maximum range 6000 light yearsFor 4 or more years, add 3000 light years range :A}for each added year.Using this table and the map "THE GALAXY" on the following page, a fleet sent from world 01 to world 02:B}, e.g., would arrive at the end of the same turn(year) if world 02 is 1000 or less light years away, at the end of the next t:C}urn if 1001-3000 light years distant, and so on. A galaxy of reasonable design should have about 20% of the worlds within 2 y:D}ears flight time of your Home world.SUGGESTED SCENARIOSBeginner: One player, 10-16 worlds, 10-20 turns and Neutrals buil:E}d fleets.2 player games: 17-24 worlds, 30-40 turns and Neutrals build fleets.3 player games: 25-32 worlds, 50-75 turns an:F}d Neutrals do not build fleets.4 player games: 33-40 worlds, 50-100 turns and Neutrals do not build fleets.SCENARIO DES:G}IGNNEW OR SAVED GAME?To start a new game, press 'N'. To continue a game previously saved, press 'S' and follow the simple:H} instructions.NOTE that pressing the 'ESC' key during scenario design will restart the entire process.NUMBER OF PLAYERS:I}(1-4) Enter the number of players, including any computer opponents that are going to play.# OF COMPUTER PLAYERS (0-X)Ente:J}r the number of computer players. At least one human player is required.HOW MANY WORLDS (10-40)Enter the number of worlds :K}that the galaxy will have.HOW MANY TURNS (10-99)Enter the number of turns(years) that the game will be played.WILL NEUTR:L}AL WORLDS BUILD DEFENSIVE FLEETS (1-YES 2-N0)Press '1' if the Neutral worlds are to build fleets. Press '2' for no additiona:M}l defensive ship building.ENTER PLAYER'S NAMEThe Home world that you control is indicated. Enter your name which will be p:N}refaced by 'Lord'. If your name is less than 6 letters long, press RETURN after entering it.ANY CHANGES (1-YES 2-N0)Press :O}'1' if changes to the scenario are desired. All preceding steps will be repeated. If no changes are needed, press '2'. Now pl:P}ug a joystick into the left port.SHIP SELECTIONThe ship designs are now displayed. Select a ship by moving the joystick :Q}up or down until the number corresponding to the design is shown at the bottom of the screen. The ship is assigned to you and:R} erased from the screen. The other players then select from the remaining ships until all players have a design.GALAXY CON:S}STRUCTIONThe computer now constructs a galaxy. Each player's Home world is indicated by its own color, with the Neutral wor:T}lds shown as smaller blue on white worlds. Each player should have the choice to have the galaxy remade. Move the joystick ri:U}ght for a new galaxy. Move it left if the galaxy is satisfactory. All computer opponents, if any, will then accept or reject :V}the galaxy.GAME LOADOnce all players have accepted the galaxy, the computer will request that a formatted disk be placed:W} in the drive. You may use the game disk to store one scenario file. When the proper disk is in the drive, press the joystick:X} trigger to save the scenario. Then make sure the game disk is in the drive and press the trigger. The Game program will loa:Y}d and run automatically. Once the game program and scenario have been loaded, the World Status Chart is displayed.WORLD ST:Z}ATUSHuman players take their turn in a random sequence. Each player has their own color which indicates the worlds that the:[}y control. Neutral worlds are shown simply as blue on white numbers. Information about each world is listed. From left to rig:\}ht, the Star Lord controlling the world, the world number, the nominal ships built per year by the world, and the size of the:]} fleet stationed at the world. All fleet orders are given when WORLD STATUS is displayed.FLEET ORDERSAll fleet orders sh:^}ould be top secret. To order a fleet, move the joystick up or down until the world that the fleet is being sent from (one tha:_}t you control) is shown next to 'FROM-' and press the trigger. Then move the joystick up or down until the 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 until the fleet size :a}is correct and press the trigger. Press the trigger again to launch the fleet. You may cancel the order at any time prior to :b}launch by moving the joystick left. After a fleet is launched it cannot be ordered back. Use the Fleet Log provided to note y:c}our fleet moves.To end you turn, move the stick right before starting a fleet order. Do this only after you've issued all of:d} your fleet orders.To exit the World Status display, press the trigger before starting a fleet order. A menu will appear. Po:e}sition the arrow by moving the stick up or down, and press the trigger when the flashing arrow is next to the desired selecti:f}on. MENU SELECTIONSWORLD IDENTITY MAPThis is the layout of the galaxy showing the worlds in their respective positio:g}ns. Each player has their own color which indicates the worlds under their control. Neutral worlds are shown as blue on white:h}. Color designations will change as players lose or gain control of worlds. A chart has been provided to note the location o:i}f the worlds if desired.WORLD SHIP BUILDING MAPThis map portrays the galaxy with the worlds sized according to their nomi:j}nal ship building rate. A scale is shown on the lower portion of the screen indicating the nominal ship production of differe:k}nt sized worlds. Color designations are the same as for the World Identity Map. Neutral worlds are always shown as size '5' w:l}orlds, blue on white.FLEET TRAVEL TIMEThe World Identity Map is displayed to aid calculations. Move the stick as in order:m}ing fleets. The distance between any two worlds can be determined, along with the year that a fleet would arrive if sent from:n} one to the other.PLAYER STATUSThe Player Status chart shows for each player the number of worlds that they control, the :o}combined size of the fleets stationed at those worlds, the total nominal ship building rate of the worlds, the number of flee:p}ts in transit and the combined size of the fleets.PREVIOUS YEAR SHIP PRODUCTIONThe Ship Production chart is displayed, sh:q}owing the number and name of each planet, the number of ships it built in the previous year and the type of economy it has. T:r}he current player's worlds are indicated by the world numbers shown as inverse. Neutral worlds do not have an ID number and a:s}re in a random sequence, if possible.SAVE GAMEMake this selection to save a game in progress. Follow the simple instructi:t}ons on the screen. The game disk may be used to save one scenario.END GAMEYou may end the game prematurely. The game shou:u}ld be saved ocassionally just in case this option is selected by accident. The computer will verify that you really want to e:v}nd the game, and announce a winner, if any.SUBSPACE COMMUNICATIONAfter all human players have taken their turn, computer :w}players will take theirs. During a computer player's turn, communications are picked up by the computer via Subspace channels:x}. The messages are encoded and impossible to read. The level of activity can be ascertained, however, for each commmunication:y} is a fleet order of one sort or another.EMPIRE SHIPSAfter all players have taken their turn, each player will have their:z} worlds displayed with the number of ships built by each world during the past year. A tally is made of the total number of s:{}hips built. Empire or bonus ships are then alloted to the play er equal to one-third of the total (rounded to the lowest whol:|}e number). 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 ships is shown and press the trigger. The remaining players will proceed in a similar manner. This ends the Fleet movemen:~}t phase of a turn.FLEET ARRIVALS AND WORLD ATTACKSFleet arrivals and invasions will now begin. Fleets do not arrive in th:}e order that they were sent. After all fleets due have arrived and attacks made the turn ends and the next begins until the g:}ame ends.SHIP COMBATCombat is resolved by the computer in accordance with the Peace of Oberon, signed by all world leader:}s in 2486. Regardless of fleet size a maximum of 15 ships per side duel at a time, defender on the left, attacker on the righ:}t. 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 completely eliminated. If the attacker or a neutral world fleet has been wiped out then combat h:}as ended.WITHDRAW FLEETIt is possible to withdraw attacking fleets during Ship combat. Prior to the initial appearance of:} the attacking fleet, or before replacements arrive, a green background will signal to the attacking Star Lord that he may wi:}thdraw his fleet to the nearest world in his control. Pressing the trigger at this time will automatically withdraw the fleet:}. Do not hang on the trigger, as this will allow the opposing fleet to jam the signal, indicated by a red background. Subspac:}e channels are clear for transmitting orders to withdraw only ocassionally.COMMAND SATELLITESIf a world under attack has:} been controlled by its Lord for at least one full turn, the defender will send the world Command Satellite to battle if the :}defending fleet was eliminated. The Command Satellite's offensive weapon is the Mark IV disruptor missile, rated 90% effectiv:}e against all ships within range. The missiles are fired in tandem at the attacking ships. After any replacements arrive, the:} attacking ships then fire on the Satellite. A torpedo must hit the power core at the exact center of the Satellite to be eff:}ective. Combat continues until either side is destroyed. If the defender is eliminated then control of the world passes to th:}e attacking Star Lord.ANTI-MISSILE PLASMA FIELDAll attacking fleets are equipped with this defensive weapon. Used to dest:}roy Mark IV missiles, the technology for Plasma Fields is immature and the energy requirments to generate one are extreme. Th:}us the weapon is unreliable. Prior to a Mark IV missile launch, an operational Plasma Field is signalled by a green backgroun:}d. Press the trigger to activate 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.SATELLITE SNUB M:}ISSILESAs a counter measure to Plasma Fields, it is sometimes possible for the defending Star Lord to destroy them with Snu:}b Missiles. The defender launches Snub missiles by pressing the START key on the computer console. The Snub missile will expl:}ode when in co ntact with the Shield generators. Pressing the START key before it is needed does NOT abort a Snub missile lau:}nch.THE LORDSAKBA SCIPIOLast of the ancient Star Lords, Scipio is more machine than man. Prosthetic manipulators for :}arms and treads for legs, his nutritional requirements include a daily recharge of his batteries. He has refused to take on a:}ny apprentices, claiming youth at the age of 306.DOMO TRAJANOver 200 hundred years old, Trajan is no spring chicken eithe:}r. A veteran of many campaigns, he trained under Callisto, greatest of the ancient Star Lords. He replaced his master after t:}riumphing over him in a duel that lasted fifty years.MOJO KHUFUBy contrast Khufu is a newcomer to the Star Lord clique, on:}ly recently turning 80. Vicious and unrelenting, he rose through the ranks quickly by assassinating the opposition if he coul:}dn't beat them in a fair fight. He claims direct lineage to the ancient Pharoahs.DESIGNER NOTESSome space strategy gam:}es are more like 'Visicalc in Space' than stimulating competition. Star Lords attempts to provide the best of two worlds; cha:}llenges to the mind by making it hard to win decisively and enjoyable graphics and sound. The end result is I hope hours of :}enjoyment.My favorite Star Lord games are the wide open ones with 40 worlds, no Neutral Ship building and 3 opponents. This :}game must initially resemble the Oklahoma Land Rush, as players snap up neutral worlds as fast as their fleets can get to the:}m. After the neutrals are eliminated a period follows where playeres consolidate their holdings and plot against the opponent:}s. Don't spread your ships too thin or your empire might get torn to shreds. Attack worlds that are in good locations where t:}hey can be protected as well as offer protection. The ability to counterattack and regain lost worlds is significant.When at:}tacking, make sure that you send enough ships to take on the Command Satellite after eliminating the enemy fleet. In multi-p:}layer games where there is still a balance of power, try to avoid frequent large battles. This will inevitably weaken your o:}verall positio n. The computer players can be very tough if they have the advantage. When one player gets stronger than the r:}est they try to gang up on him. The ability to manage your ships, putting them where you need them and discouraging large bat:}tles that you don't want to fight are the two most important skills in Star Lords.ACKNOWLEDGEMENTSStar Lords was produce:}d using copyrighted software products of Monarch Data Systems, Cochituate, MA 01778, and PM Animator, copyright 1983 by Troni:}x, 2265 Westwood Blvd., L.A., CA 90064 Monarch Data Systems, Cochituate, MA 01778, and PM Animator, copyright 1983 by Troni8(BAdAU)@@ A D:LORDS.DOCSTAR LORDSD:MANUALҠĠԠ4mt important skills in Star Lords. ACKNOWLEDGEMENTS Star Lords was produced using copyrighted software products of Monarc:}h Data Systems, Cochituate, MA 01778, and PM Animator, copyright 1983 by Tronix, 2265 Westwood Blvd., L.A., CA 90064:}MA 01778, and PM Animator, copyright 1983 by Tronix, 2265 Westwood Blvd., L.A., CA 900648BAdAU)@@ A D:LORDS.DOCSTAR LORDSD:MANUALҠĠԠ4m