Doors

Romans At War


ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ROMANS at WAR ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

  The time is May 220 B.C. or within plus or minus 300 or so years. The place
is the Mediterranean and Western Asia. The Ancient empires are trying to
extend their domination of the region.
  Each player assumes the role as ruler of his empire.  Each is intrusted by
his civilization to increase its strength and power to world supremecy. Each
must accomplish this by conquest and diplomacy.

  Romans at War is a multiplayer game set in the Ancient Era.  To win a player
must increase his economic strength to 1500 points.  Each empire has many
cities which comprise its basis of strength.  Every city and province is worth
points.  When they are captured they become the seizin of the conquering
empire.  Players build armies and navies to make war on their enemies.
Players may also make treaties with other players and may give aid (in the
form of money) to help allies.

  Minor cities are worth 25 points, major cities are worth 40 points, minor
capitals are 90 points, while major capitals are worth 200 points.  Ten points
are given for owning 2/3 or more of the land area of a small province; 20 for
a large province.  The sum total of all points is the strength of an Empire.
The competing powers are Rome, Carthage, Macedonia, Egypt, Parthia and Persia.

  To Begin :    Select an available empire.  If the country you want is not
available you may have to wait for the next game to start.  The sysop will
schedule the turns once all 6 players have built their forces.  If the game is
currently in progress but is run by a dummy player you may ask the sysop to get
you into this game.  The computer will play the part of barbarians and smaller
kingdoms.

Option 1:
  This shows a geographical map of Europe and Western Asia.  The capitals show
  up as diamonds. Major cities are shown as triangles and lesser cities as
  small rectangles.  Your armies will show up as colored boxes with an ID
  number 1-9.  Your navies will show up as colored boxes with an ID letter A-I.
  Your own garrison troops will show up as colored boxes with the letters r-z.
  With the use of the movement option you may maneuver armies and navies, (but
  not garrisons) from point to point.

  P - Shows the political map.
  N,S,E,W,1,4,2,3 - shows regions of the map north, south, east, and west.
  H - Help menu.
  I - Gives a listing of the cities.
  O - Gives a listing of the provinces.
  G - Returns from political map to geographical map.
  Q - Quit


Option 2: Empire Status
  This will show the strengths of all selected empires.  Note troop strengths
  are generally in 100 of men.  Exit this option and select the Army
  Maintenance or the Navy Maintenance option (they are very much alike).

Option 3: Army Maintenance
  Select list.  This lists all the armies that the player has along with the
  leader.  Building an army or navy simply uses the available military strength
  and assigns it to an army.  In order to move military forces from one point
  to another troops must be in the form of a navy or army.  New armies will be
  created at one of 2 cities, the capital being the primary place.
  Movement: Selection 7 of both Army and Navy Options.
  The movement selection is used to give movement orders to each of a nation's
  units that are moving.   Each Army or Navy can be given separate orders.

  Movement is shown on a map as arrows.
  Movement actually takes place during the turn process.  Here you are only
  giving the troops orders for that movement.

                                                            7   8   9
           Movement Commands:                               4      6
                                                            1   2   3

Option 4: Navy Maintenance
  Select list.  This will list all the navies that the player has along with
  the leader.  Building a navy simply uses the available naval strength and
  assigns it to a fleet.  New fleets will be created in specific ports as
  indicated in the help screen for that option.

Option 5: Requisition New Units:
  If you have extra money left over after paying for the maintenance of your
  troops you may purchase additional military units.  New Units can not be
  assigned to armies or navies until the following turn.
  Maintenance:
  Note that each turn you must pay your troops.  They have a set rate of cost.
  If you cannot afford to pay them, you must cashier them or they will randomly
  leave your armies and/or fleets.  Troops not assigned to field armies will
  leave first.  Then, those in the armies will leave.  Generally, the poorest
  grade troops will desert first.  Fleets are the last to be scrapped because
  of the time and money it takes to rebuild them.

Option 6: Diplomacy
  As the game starts all empires are at peace. They are considered neutral with
  each other but at war with non-player kingdoms. To change the alignment of
  your empire select one of W,N,A for each selection presented in this option.
  If one or more empires select 'W' the countries are at war.  If both select
  'A' both are allied, otherwise empires are neutral.

Option 7: Mail
  If you want to communicate with a foreign leader you may do so through the
  mail system.  Type in 'R' for read mail or 'S' to send mail.  When entering
  mail type escape to end the entry process.

Option 8: Battle Report
  After each turn the results of battles can be found using this option.  A
  player will be able to see the reports of all battles they were involved in.
  After two turns all other battles can be viewed (there is a lag time of news
  from the other capitals).

Option 9: Point Values
  The point values for provinces are listed here.  The territory will be
  colored to match that of its owning empire.

  Points for conquered provinces are added to a players income.  Capturing
  cities is the way to win the game.  Enemy capitals are worth the most.  When
  these are captured you not only receive the income from them but you pillage
  that players bank too.  Unfortunately, your troops and generals make off with
  some of the booty and much of it never reaches your coffers.  The other
  player's bank is, none the less, reduced to ZERO.

  Each Menu Option has its own help file.  When you enter an option for the
first time or you need help press "H","h" or "?".

 'L'ist - References.

Turns:
  The sysop must schedule the Turn.  This is a program which, when run, will
process your move orders and purchase orders and fight all the battles.  It
will then update all files and maps.  Also, on each turn an event will take
place.  If this effects a players empire it will be shown on the bottom of
the menu.
  The first line at the bottom of the main menu will list your event.  This is
public knowledge.  The second line at the bottom of the main menu will list
your special news.  This is news concerning your empire which is not public
knowledge.

  To Quit out of most menus type 'Q'.  To Abort a selection process press the
ESCape key.

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G - Geographical Map
  This shows a geographical map of Europe and the Near East.  Major
  cities and capitals show up as triangles and diamonds respectively.
  Lesser cities show up as small rectangles.  Armies will show up as
  colored boxes with an ID number 1-9.  Navies will show up as colored
  boxes with an ID letter A-I.  Your garrisons will show up as colored
  boxes with letters r-z.

P -  Political Map
  This shows a political map of Euro-Asia.  Conquered areas will turn
  to the color of their owner.

N - Northern Map Region                                                 .
  This option shows the European regions of the map.                    .
                                                                        .
S - Southern Map Region                                                 .
  This option shows the most southeastern region of the map.            .
E - Eastern Map Region                                                  .
  This option shows the most northeastern region of the map.            .
                                                                        .
W - Western Map Region                                                  .
  This option shows the southwestern Europe and North Africa.           .
                                                                        .
I - cIty                                                                .
  This shows a listing of all cities used in the game.  If one is       .
  selected it will flash on the Geographical Map.  The points value     .
  will be listed next to the city label.                                .
                                                                        .
O - prOvince                                                            .
  This shows a listing of all provinces used in the game.  If one is    .
  selected it will flash on the Political Map. The points value will    .
  be listed next to the province label.                                 .
                                                                        .
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[ 1] Italia               [16] Asia                 [31] Dahae                 
[ 2] Zaueces              [17] Assyria              [32] Upper Egypt           
[ 3] Macedonia            [18] Bactria              [33] Elam                  
[ 4] Egypt                [19] Baetica              [34] Emporia               
[ 5] Parthia              [20] Baleares             [35] Epirus                
[ 6] Persia               [21] Belgica              [36] Galatia               
[ 7] barbarian lands      [22] Bosporan Kingdom     [37] Gedrosia              
[ 8] Achaea               [23] Britannia            [38] Germania Inferior     
[ 9] Albania              [24] Cappadocia           [39] Germania Superior     
[10] Aquitania            [25] Cilicia              [40] Illyricum             
[11] Arabia               [26] Corsica              [41] Ionia                 
[12] Arabia Petraea       [27] Crete                [42] India                 
[13] Arachosia            [28] Cyprus               [43] Judaea                
[14] Aria                 [29] Cyrenaica            [44] Ligures               
[15] Armenia              [30] Dacia                [45] Lugdunensis           
[46] Lusitania            [61] Sogdia                                          
[47] Lycia                [62] Syria                                           
[48] Maurentania          [63] Tarraconensis                                   
[49] Media                [64] Thrace                                          
[50] Mesopotamia          [65] Venetia                                         
[51] Moesia                                                                    
[52] Narbonensis                                                               
[53] Noricum                                                                   
[54] Numibia                                                                   
[55] Panonia                                                                   
[56] Pontus                                                                    
[57] Rhaetia                                                                   
[58] Sardinia                                                                  
[59] Scythia                                                                   
[60] Sicilia                                                                   

[ 1] Augusta Vindelicorum [16] Capsa                [31] Gaza                  
[ 2] Alexandria           [17] Capua                [32] Gesoriacum            
[ 3] Amal                 [18] Caralis              [33] Hadrumetum            
[ 4] Ancyra               [19] Carthage             [34] Hormuz                
[ 5] Apollonia            [20] Castulo              [35] Kandahar              
[ 6] Aquincum             [21] Charax               [36] Kerman                
[ 7] Argentorate          [22] Chersonesus          [37] Kyreskhata            
[ 8] Ariminum             [23] Cirta                [38] Lilybaeum             
[ 9] Artacoana            [24] Colonia Agrippina    [39] Londinium             
[10] Artaxata             [25] Ctesphon             [40] Lugdunum              
[11] Aswan                [26] Cyrene               [41] Marakanda             
[12] Athens               [27] Damascus             [42] Massilia              
[13] Bactra               [28] Daragrid             [43] Memphis               
[14] Burdigala            [29] Ecbatana             [44] Merv                  
[15] Byzantium            [30] Gades                [45] Mosul                 
[46] Multan               [61] Pergamium            [76] Susa                  
[47] Myra                 [62] Persepolis           [77] Syracuse              
[48] Neapolis             [63] Petra                [78] Tarentum              
[49] New Carthage         [64] Phasis               [79] Tarraco               
[50] Nicropolis           [65] Philippopolis        [80] Tarsus                
[51] Nisa                 [66] Pisae                [81] Taxila                
[52] Nisibis              [67] Placentia            [82] Thebes                
[53] Oea Leptis           [68] Rhagae               [83] Thessalonica          
[54] Olisipo              [69] Rome                 [84] Tigranocerta          
[55] Omana                [70] Saguntum             [85] Tingis                
[56] Oricum               [71] Salonae              [86] Trabiz                
[57] Ovilana              [72] Sarmizegethusa       [87] Trapezus              
[58] Pasargadae           [73] Siga                 [88] Tyre                  
[59] Pattala              [74] Siva                 [89] Utica                 
[60] Pella                [75] Suindinium           [90] Viminacium            
                                                                               
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ STATUS ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

  The Status records of all empires in your game is available for viewing.
These records shows the following:

Treasury:
  The money you start out with other than your income.  Money left over from
  last turn is deposited in your treasury.

Revenue:
  The money you will receive each turn from the territories you own.  You
  receive this amount at the beginning of each turn.  The Basic Goal of the
  game is to increase your Revenue to 1500.

Trade:
  This is income that you receive generated from vessels that are in the
  merchant business.  These are transports that are not in any fleet and are
  not in storage.  Each will generate from 0-2 points of income per turn.
  This can be reduced if the number of prod cities falls below 3.

Military forces:
  At the start these are forces that are waiting in a general pool to be
  mobilized at a moments notice into armies or navies.  Each turn you must pay
  to upkeep these forces whether or not they are in an army, navy or garrison.

Prod. Cities:
  These are production centers and recruitment centers.  All cities in your
  home territory are considered prod. cities.  Also, Athens, Syracuse, Tyre,
  and Susa can be production cities.  Production cities are a factor in the
  quantity of troops and ships that a player can requisition.

Available Manpower:
  Men within service age who are not in the army.

Casualties:
  Dead, disabled, inslaved or missing in action.

Under Construction:
  Ships being built but have not yet been commissioned.  No maintenance is
  paid for these hulls.

Storage:
  These are ships that have been transfered out of the fleet and into port.
  These ships remain in storage for refitting until the next turn when they
  are released back into the general pool.

Navigation:
  This is the level of seamanship that the civilization has mastered.  This
  level affects the distance from shore that your ships can operate.  And, it
  adds to the fleets naval combat effectiveness.

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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ARMY MAINTENANCE ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

Add Army:
  This will build an army in either your capital or other significant city.
  For each type of troop you are asked the number (usually in 100s) that you
  do want to include in the army.

Troop Morale:
  This number determines the loss in percentages at which these troops will
  break off combat.  Since battle is done in rounds casualties mount after a
  few rounds of battle.  Troops with high morale will continue to fight while
  those with low morale will break off combat.  More importantly this is the
  combat ability of the troops.  The higher the level of morale the better the
  chance of inflicting damage to then enemy.
  This number will go up with combat victories or training.  It will go down
  when the unit suffers a loss.  Since garrison duty tended to soften up
  troops each turn troops in a garrison will lose one morale point.
  Troops with very poor morale (20% or less) will disperse if they are beaten
  in battle.

Split:
  When you split one army into two, the original army will retain its old
  morale and leader.  A new leader may be selected for the new army.  Also
  your morale of the original army is unchanged.

Join:
  When joining two armies only one leader of the two may be selected.  The
  other leader goes into transit and is unavailable for the remainder of the
  turn.  The morale of each type of troop will be averaged together and
  prorated as per the number of troops.
  In order to extricate a good leader out of a bad situation and send him
  home do the following: Split his army.  Join his army with the one just
  split.  Choose a new leader or no leader, but not him.  Your leader will now
  be available next turn for a new assignment.

  New armies will appear in the capital city.  If it, or any build city, is
  occupied by enemy troops no army can be built in that space.


Armies:
  Armies can be modified when in the capital city.  If there are available
  troops these can be added into the army.  Also troops can be taken from the
  army and put back into the reserve pool.  Troop morale will be reset to their
  initial values with the addition of any new troops.

Garrisons:
  Troops split from other armies into garrison forces cannot move.  They can
  defend the city that they are assigned, but if a garrison force is driven
  away from its city it is disbanded and the troops return to the owner's
  reserve pool.

 Leaders influence battle by adding to the fighting ability of troops with
 their Tactical skill and add to the morale with their Leadership.  Each
 Tactical factor adds about 3% to the fighting ability of troops.  Leadership
 also is an indication of the number of troops the leader can lead into battle.
 This number is 10,000 plus 4,000 for each leadership factor.  More troops than
 this may be in the army led by the leader but they do not partake in the
 battle.  As not all possible leaders appear on the available list a player
 must choose only from those available.  Leaders always benefit an army, even a
 poor one.  Leaders relieved of command will be 'in transit' for the remainder
 of the turn.  Only with a leader may your army move at full speed or force
 march.

  Additional movement help is available inside the Movement Option.

  New Armies are formed in the following locations:

  Empire                  Armys 1-7            Army 8            Army 9
  Rome                     Rome                Neapolis          Rome
  Carthage                 Carthage            Hadrumetum        Carthage
  Macedonia                Pella               Thessalonica      Athens
  Egypt                    Memphis             Thebes            Alexandria
  Parthia                  Ctesphon            Nisa              Charax
  Persia                   Persepolis          Pasargadae        Hormuz

Troop Types:
 Infantry- Units of 100 men in close formations.  Usually in armor and shield.
 Levies/Archers-  This represents either of two types:
          1) Levies of 100 untrained men with little or no armor. Armed with
         spears and short thrusting weapons.
          2) 100 archers with some light infantry.
         If this unit's morale is less than 67% they are considered to be
         levies.  Once they reach 67% or more they become archers.
 Cavalry- Trained cavalry with moderate armor.  Usually the horse will not be
         armored. Usually twice as effective as infantry in the open by only
         25% as effective against cities.
 Chariots- Armored chariot with 4 or more horses carrying 3 or more men. Three
         times as effective as infantry in the open, but very poor in woods,
         mountains and cities.
 Catapharacts- Fully armored men and armored horses.  Generally armed with a
         12 or more foot lance and sword.  These are the 'panzers' of the
         eastern armies.
 Engine-   Seige or projectile throwing weapon.  Very useful against city
         targets or ships.  Less useful against enemy units in the open.
 Elephant- Either Indian or Small African Mountain elephant.  These may or may
         not have an armored box atop it.  Horses tend to panic at the approach
         of elephants.  Each round of combat a number of enemy cavalry equal to
         the number of elephants employed will rout from the battle.

Combat effectiveness -  Open terrain:
  Infantry : 30       Levies : 12       Archers : 17      Engines     : 25
  Elephants: 50       Cavalry: 40       Chariots: 60      Catapharacts: 80

Combat effectiveness -  City/mountain terrain:
  Infantry : 30       Levies : 12       Archers : 17      Engines     : 90
  Elephants: 15       Cavalry: 12       Chariots: 15      Catapharacts: 15

  Also note - Additional modifications apply depending on if army is attacking
  or defending from the terrain.

 Troop Quality - This usually is based on morale of troops.  Starting troop
 morale will differ per national origin.  This can be made up for by training.

 Charge/missile weapon Bonus -  Troops with morale of 67% or higher will
 receive an opening round bonus attack.  This attack will be at half strength
 but if the enemy troops are below 67% morale, will not be countered.  Also,
 the terrain must be open, desert or coastal. All units will partake from the
 second round onwards.  In rough terrain or cities all units attack simultan-
 eously.

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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAVY MAINTENANCE ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

Add Navy:
  This will build a Navy in at least one of your ports.  Navy letters 'A'
  through 'F' will always be at your main port.  The starting positions are:

  Rome       A - F : Rome              G - I : Capua
  Carthage   A - F : Carthage          G - I : Utica
  Macedonia  A - F : Athens            G - I : Thessalonica
  Egypt      A - F : Alexandria        G - I : Gaza
  Parthia    A - F : Charax            G - I : Tarsus
  Persia     A - F : Hormuz            G - I : Tyre

  Leaders influence battle by adding to the fighting ability of ships with
  their skill and add to the morale with their Leadership.  Leader also
  increases the maximum distance a fleet moves by about 11%.

Quinqueremes- These are the main fighting ship at this time.  These have a 45%
  chance of damaging another sea unit.  Once damaged quinqueremes stand about
  a 50% chance of surviving.  A Quinquereme had a total complement of 250 men.
  This includes about 75 of its own heavily armed marines. It is assumed an
  additional 200 infantry can be crammed on one of the ships.

Triremes- are at this time a second class warship and which have a 33% chance
  of damaging another ship.  A trireme has about a 25% chance of surviving a
  damaging hit.  Each trireme can carry about 200 men including 14-20 heavily
  armored marines. Rowers (about 170) were not slaves but were armed with
  swords, spears and light armor.  Triremes are the fastest ships of the three
  types.

Transports have a 6% chance of damaging another ship.   Transports sink upon
  being damaged.  A transport can carry 200 infantry.

Each cargo factor is equivalent to 100 men.  The space needed by 100 cavalry is
equal to that taken by 600 men. 10 heavy chariots need the space of 300 men.
And, 100 cataphracts need the space of 700 men.

If a fleet is transporting an army its speed is reduced by about 10% because
about 10% of the rowers are removed in order to make room for passengers.

The tactical ability of an admiral will add to a fleets attack during battle.
The morale of a ships crew will also add to the ships combat and will increase
it's survival if damaged.

  When you split one Navy into two, the original Navy will retain its old
  morale and leader. A new leader may be selected for the new Navy.  You MAY
  NOT have an army on board when you split it.

  You may only increase the strength of your fleet at a few selected ports.
  You may only reduce the strength of a fleet at your main port.  In this case
  the ships released from the fleet go into 'storage' for one the remainder of
  the turn.  They are released back to the general pool the following turn.

  When joining two navies only one leader of the two may be selected.  The
other leader goes into transit and is unavailable for the remainder of the
turn.  When joining a fleet with one that is transporting an army the army is
kept on board.  When joining two fleets each carrying an army the armies are
both joined.  They become one, just like joining an army on land.  You will
thus send an extra leader into transit for one turn.

 Movement help is available inside the Movement Option.

 Navigation is your basic seafaring ability.  Lower navigation skills means
 your fleets must hug the coast line.  Higher navigation levels let your
 fleet move further from the coast and lets you move slightly faster.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ REQUISITION EQUIPMENT ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

  Each turn you receive an income from the provinces that you own (this is
under Revenue), as well as from trade.  The money that you already have, or
that is left over from last turn, goes into your Treasury.

  Enter the quanity of new troops or ships you want to purchase.  Certain troop
types are not permitted to be purchased by some countries.  The limits of the
purchase is listed to the right of the entry field.  However in unregistered
doors no seige engines may be purchased.

The quantity limit of troops vary from nation to nation.  Also, the limit of
many categories varies as to the number of production cities.

Upgrading Troops - Infantry and Catapharact troops are not actually built.
Levy troops from the reserve must be converted (upgraded) to infantry troops.
Cavalry from the reserve must be converted (upgraded) to catapharacts.

  Every turn you must pay a maintenance fee for every unit you have.  This is
reflected in your current expenses.  Money left over after these expenses can
be used to buy new units.  The new units that you buy will not be available
until the next turn.  Army units then can be formed into new armies at your
build cities.  Naval units can be formed into navies at your shipyard cities.

  If you think that the maintenance of your troops is too high you can cashier
extra troops by typing in negative amounts for them.  You can cashier twice
the quantity you can purchase.  If you have too many troops to pay maintenance
for the game will cashier extra troops for you.  Troops not assigned any army
will be eliminated first, then troops from random armies will go next, and
finally, naval forces will be eliminated.

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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ DIPLOMACY ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

  Empires can be in one of three possible diplomatic states with each other.
1) They can be allied.  In which case their armies can move into the same space
   with one another.
2) They can be neutral.  In which case their armies block other neutral from
   entering the same space.  At the start most countries are neutral with one
   another.
3) They can be at war.  A state of war means their armies and/or navies will
   attack each other if they move into the same space OR to the right of an
   active unit.

  When both players answer 'A' to a treaty between each other they become
allied.  If one of the two answers 'W' to the treaty the countries are
considered to be at war.  In other cases they are neutral.  The treaty matrix
will show country pairs that are at war in red, those neutral as yellow, allied
as green.  Everyone is at war with all unaligned neutrals and barbarians.

  When moving normally an army will capture territory.  When you are neutral or
allied with another country you cannot capture this country's territory.  In
fact, if you're not at war with a country and you move into a space originally
owned by that country you liberate it for that player, even if you were the
one who once conquered it!

  The treaty will not go into effect until turn processing begins.  The treaty
matrix will be updated before any movement or combat occurs.

  The Send Funds option allows a country to send funds to another neutral or
allied country.  Select which country you want to receive the funds.  Then
enter what amount you want to send.  You can send up to the limit of your bank.
Only one fund transfer per country is allowed per turn.  Also, the funds do
not arrive at the destination until the turn processing.
 Also, note that middlemen will take a flat 5 plus 5%-9% of the funds sent.

ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄEnd of HelpÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

Enter 'W','N','A' for treaty type.
       W - DECLARE WAR.
       N - Neutral - Peace but no co-occupation of territory.
       A - Allied  - Peace with co-occupation of territory.

ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ BATTLES ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

  Players may view the results of any battles that they are involved in.

  If you select the previous turn you may only view battles which your armies
or navies were involved in.  You may view all player's battles two or more
turns old.  Battles that you are the attacker are shown first, and those
that you are not the attacker are shown second.

  On the map a flashing red cross indicates where the battle took place.  All
units shown are where they currently are, not where they where during the
battle.

  The amounts on the left are the number of troops starting the battle.  The
numbers on the right are the numbers lost in the battle.  Engines, elephants,
and all types of ships lost by one side may be captured to replace losses by
the other.  These are shown as negative amounts.

  Leaders lost in battle do no affect movement until the following turn.

  The following diagram illustrates the way open field battles are set up.
The forces are divided into three groups.  Each wing will have about 1/3 of
the infantry and archer units.  Most of the engines will be grouped in the
center.  Two-fifths of the cavalry will be on each wing, with 1/5 in the
center.  The chariots and elephants will be dispered among the 3 areas.
Cataphracts will usually be at the center. When the force is small it will
all be in the center.

ATTACKER:        Right Flank            Center           Left Flank
                               engines, cataphracts & elephants
*  Infantry    [ ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ    ÜÜÜ ÜÜÜ ÛÛÛ ÜÜÜ ÜÜÜ    ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ
*  Archer   -> [ ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ    ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ    ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ
*              [                            ßßß
*  Cavalry  -> [ ßßßßßßß ßßßßßßß          ßßßßßßß          ßßßßßßß ßßßßßßß
  Chariots

DEFENDER:
  Chariots
*  Cavalry  -> ] ßßßßßßß ßßßßßßß          ßßßßßßß          ßßßßßßß ßßßßßßß
*  Archer      ] ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ    ÜÜÜ ÜÜÜ ÛÛÛ ÜÜÜ ÜÜÜ    ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ
*  Infantry -> ] ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ    ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ    ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ
*              ]                            ßßß
                               engines, cataphracts & elephants

+
  When a wing is defeated the victorious flank will fall upon the center in
order to break it.  Once the center falls the battle is over.  If neither side
is able to win the battle goes to the defender.

ATTACKER:        Right Flank            Center           Left Flank

*                              engines   cataphracts  [ ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ
*                        [        ÜÜÜ ÜÜÜ ÛÛÛ ÜÜÜ ÜÜÜ   ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ ßßßßßß
*                        [    ßßß ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ                   ß ßß ß
*                        [  Û Û] Ü Ü Ü ÜÜÜ ÛÛÛ ÜÜÜ ÜÜÜ   ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ ßß ßßß
*                        [  Û Û] Ü Ü Ü ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ   ÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜ ßßßßßß
*       Victorious Flank [  Û Û
*           [            ÜÜÜ ÜÜÜ
*           [  ßß ßßßßßßß
*           ]  ÜÜ  ÜÜ Ü ÜÜ   ßß ßß ß   ~ Defenders left flank routs
                                                                               .
                                                                               .
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄEnd of HelpÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ REFERENCE ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
"The Armies and Enemies of Imperial Rome" by Phil Barker, 1981 by Wargames
 Research Group.

"Hannibal" by Ernle Bradford, 1991 by Dorset Press.

"The Punic Wars" by Brian Caven, 1980 by Barnes & Noble Books.

"Atlas of the Roman World" by Tim Cornell and John Matthews, 1982 by Facts on
 File, Inc.

"The Achaemenid Persian Army" by Duncan Head, 1992 by Montvert Publications.

"The Grand Strategy of the Roman Empire" by Edward N. Luttwak, 1976 by The
 Johns Hopkins University Press.

"Ancient and Medieval Warfare" by Elmer May, Gerald P. Stadler, John Votaw,
 1984 by Avery Publishing Group, Inc.

"Greek and Roman Naval Warfare" by W.L. Rodgers, 1937 by the Naval Institute
 Press.

"Carthage" by David Soren, Aicha Ben Abed Ben Khader, Hedi Slim, 1990 by
 Simon & Schuster

"Rome's Enemies (4): Spanish Armies 218BC-19BC" by Rafael Trevi¤o, 1986 by
 Osprey Publishing Ltd.

"Alexander 334-323 BC" by John Warry, 1991 by Osprey Publishing Ltd, London.

"Ancient Egypt Its Culture and History" by J.E. Manchip White, 1970 by Dover
 Publishing, Inc.

"Rome's Enemies 1 Germanics and Dacians" by Peter Wilcox, 1982 by Osprey
 Publishing Ltd.

"Rome's Enemies (3): Parthians and Sassanid Persians" by Peter Wilcox, 1986 by
 Osprey Publishing Ltd.

The Times "Concise Atlas of World History" 1982 by Times Books Unlimited.

ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄEnd of ReferenceÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ MOVEMENT ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

Orders are F,B,D,R,T,1,2,3,4,5,6,7,8,9.
  Select either an army or navy (option 1 or 2).  When entering movement, a
string of numbers 1, 2, 3, 4, 6, 7, 8, and 9 will give the unit orders to move
in that direction based on the number key pad.  A string of numbers '44414'
will tell the unit to move three units to the left, then one space diagonally
down and left, then one more left.  The actual movement that this will perform
is shown by arrows on a small map and the final position is given by an
'*'.  Orders of 5 cause a pause.  Units will not move for part of a turn.  This
lets the army or navy pause one movement period in place before moving on,
reducing the remaining movement by 40 km.
                                                          7   8   9
                        Movement Directional Diagram--->  4   5   6
                                                          1   2   3
Each space is assumed to be 40 km. wide, 80 km. high, and 90 km diagonal.

Units have movement abilities.  The rates are as follows:
  Infantry              : 320 km      Quinquiremes : 600 km
  Cavalry,Chariots      : 420 km      Triremes     : 640 km
  Elephants             : 290 km      Transports   : 500 km
  Engines               : 250 km
  Cataphracts           : 380 km

  A fleet or an army will travel at the speed of its slowest member.  An army
without a leader will travel at only 60% of normal.  A battle fleet without a
leader will travel at only 90% of normal.  All units will be permitted to move
at least one space no matter what the cost.
  In addition units have restrictions placed on the movement.  Land units may
not enter a whole sea space unless as passengers on a fleet.  Sea units may
only enter whole land units at a port city or port capital.  Naval units may
only move along a coastline.  The distance from land permitted is dependent on
the navigation factor of the empire.  Movement while in sea spaces will be at
the rate of 1 per turn.

Land units are restricted by terrain as follows:
  Mountains    :  + 100km       Woods    :  + 50km
  Straights    :  + 100km       Entering enemy held town : + 50 km

  Forced March - Put a 'F', 'f' in front of an orders string to force march.
This adds up to 100km more on your march but you will lose troops to attrition.
Force marching troops also go one impulse before all other movement.  Thus to
get a jump on other armies you can force march.  You cannot force march across
straights or in boarding and debarking.  Troops attrited from force marching
are returned to your garrison (except engines and elephants) and are not
killed.

  Board - Put a 'B' at the end of your string to board a fleet in port.  The
presence of a fleet is not checked until the turn is done (because enemy fleets
could intercept your fleet before it gets to port).  The movement of an unit
ends when it boards.  If more than one fleet is found in port then the first
fleet (alphabetical order) that can transport the army will be used.

  Debark - Put a 'D' on an army to debark a fleet in port.  No orders are
accepted for an army on board a fleet until the 'D' order is found.  This
takes the equivalent of 120km of movement to debark.

  Train - Enter a 'T' in order to train an army.  If no movement takes place
and your army is not heavily involved in battle during the turn it can increase
its Morale value.  The increase is 14% of the difference between the units
current morale value and 83.  There thus will be no increase in factors if the
morale is 80% or more.

  Recruit - Enter a 'R' order to recruit troops for an army.  If no movement
takes place and the army is not heavily involved in battle during the turn it
can increase it's manpower from local peoples.  Towns and cities increase the
number of men recruited.  A general's leadership is the other leading factor in
recruitment.  Other factors include the morale of the existing troops, and the
weather.  The recruited troops will have an average morale of 35%.  Also there
must be enough money in the treasury to pay each 100 men 3 talents.  They will
only receive a portion of this but it must be there to entice them to join.
Note - It is very difficult to recruit in a player's country.
           (Recruit is available only in registered games.)

  Snow - Snow, storm, or ice will reduce all movement by 1/2.  In addition
there is attrition in every space that a unit moves into or ends in except for
towns and cities.  One half of these lost troops die and the other half return
to your general pool of available manpower.  They have in effect lost all of
their equipment.

  When entering a string of orders the game will calculate permitted movement.
If not all the orders are echoed on the screen then the remainder are not
allowed.

  If your army enters the space occupied by an enemy army or an enemy army is
immediately to the right of the space entered a battle will ensue.  You must
give your army an aggressiveness order to instruct it on how to react in that
battle.

  You must enter an aggressiveness factor from one to five--one being less
aggressive and five being highly aggressive.  Your army or fleet will react as
follows:
1  :  Scouting attack then retreat.  One round of combat and your unit will
      retreat.  In doing so it may leave engines and low quality troops behind.
      This is treated as a retreat for this unit and if the attacker does
      pursue you may be attacked again if you are not faster than they are.

2  :  Probing advance/defense.  Two rounds of combat are done and then a
      retreat.  This is done in order to beat scouts, but not enough to take
      heavy casualties.

3  :  Standard.  Army will attack units in its path and if the battle takes
      more than three rounds of combat it will halt for the remainder of the
      turn.

4  :  As per the standard except the army will continue to fight even though
      its position is hopeless.

5  :  Very aggressive.  It will not stop until the enemy units have all been
      defeated, the troops in this unit have been killed, or they have broken
      morale.  If you out-cavalry the enemy troops you will change their
      scouting attack to a standard attack.

Note - Everytime you retreat from battle the morale for those units will go
       down.  Everytime you defeat an enemy in battle your morale goes up.
       The only way to increase an army's morale over 78% is to win victories.


  Answer 'Y'es if you want to keep these orders, or answer 'N'o if you want to
re-enter the orders.  You are given the opportunity to change the movement
orders.

  Movement is done in impulses.  The first unit to move is country #1, army #1.
The first movement impulse of this unit is processed.  This means if the
orders for this unit is '478' the '4' is processed.  Then the move for the
next unit of country #1, army #2, is processed.  After the armies, navies A-J
are processed.  Next, player #2 has the first move of his army #1 processed.
Similarly all his other armies and then his fleets have their first movement
impulses.  This continues for each player 1 to 6.  After all this the second
movement impulse of player #1, army #1 is dealt with.  Thus his movement of
'7' comes immediately after player #6, fleet I's first impulse.

Bad Omens - Because of superstitions your priests and soothsayers may not
allow any movement for the first impulse of a turn.  This allows the higher
numbered countries to move first.

Move orders of 1, 2, 3, 7, 8, and 9 take two impulses, thus any unit with this
command must skip the next impulse after processing it.

ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄEnd of HelpÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ


                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               


















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