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MAGIC POWERS
Magic powers differentiate your nation from all the other nations in the
world. There are three types of powers - truly MAGICAL powers, which usually
involve summoning or spell use, CIVILIAN powers, which are related to civili-
zation and trade, and MILITARY powers, which measure your ability to make
war.
All nations start with at least one power (based on race or class) and can
purchase additional powers by expending jewels. On the Magic Screen ('M'),
if you have enough jewels, you will be asked if you wish to buy a magic
power.
The magic screen also permits you to see what powers you have, and to take-
over ORC nations if you are an ORC nation with the appropriate powers.
END
HOW TO GET MAGIC
Magic powers cost jewels to obtain; the cost to obtain a power is based on
your nations magic ability. The formulae for this is to take two to the
power of the sum of the number of powers you have from that type and half the
number of other powers times your base value:
jewel cost for civilian power = Base * 2**( #mgk/2 + #civ + #mil/2 )
type of power desired
race magical civilian military
elves - 50K 50K 50K
dwarves - 80K 40K 40K
humans - 100K 25K 50K
orcs - 150K 75K 45K
for example a human with 1 of each power wanting a magic power would pay
100K * 2**(1+1/2+1/2) = 4 *100K jewels
END
COMBAT TYPE POWERS
WARRIOR +10% in combat. 1/2 Enlistment cost.
CAPTAIN +10% in combat. Can have PHALANX Units. Need WARRIOR power.
WARLORD +10% in combat. Can have LEGIONARY Units. Need CAPTAIN power.
ARCHER Can get ARCHER units.
CAVALRY Can get LIGHT & HEAVY CAVALRY units.
SAPPER CATAPULT/SIEGE @ 1/2 price & 1/2 metal. 1/2 maint.
+10% against cities/forts/capitols.
ARMOR With CAVALRY, can get KNIGHTS; Can Get ELITE Units,
-3 Move (4 Min), +20 Defense
AVIAN Use ROC and GRIFFON units.
MONSTER POWERS The three powers below are monster powers for orc nations.
If using the Orc Takeover option, monster nations have a
chance to takeover ORC NPCs for jewels.
MINOR MONST 1 minor monster unit/spring. Can get ORCs. 1/2 spell point/turn
AVERAGE MONST 1 avg monster unit/spring. Can get URUK HAI. 1 spell point/turn
MAJOR MONST 1 major monster unit/spring. Can get TROLLs. 2 spell point/turn
END
CIVILIAN TYPE POWERS
DERVISH Desert/ICE sectors => 1 move point, vegetation 6, +30% combat in
Dervish can redesignate desert/ice sectors.
HIDDEN Nobody can count troops in your armies on map.
ARCHITECT Double strength forts, Double Town revenue.
RELIGION +2 repro to 10% limit. excess adds +5% to defense. (Not ORCS).
MINER 2x metal and jewel production. Elves cant get.
URBAN +3% Birth Rate to 12% limit. remainder gives + to move (roads)
BREEDER +3% Birth Rate (ORCS ONLY) (to 14% limit). -10% combat. (no urban)
remainder adds to movement.
STEEL Additional 2x Metal Production for MINERS.
NINJA Can have Ninja units. Spys show enemy troop/civilian strength
exactly (even voids).
SAILOR 1/2 price naval units. Can use marines. Double ship speed.
sailor nations ships are immune to storms at sea.
DEMOCRACY +10% in combat (moralle) +1 Move +1 repro. +1 eatrate. Also if you
don't watch your charity level, you will give too much to the poor.
ROADS +4 to move if unit starts in your nation.
SLAVER you gain 25% of the populace of *any* sector you take over.
END
MAGICAL TYPE POWERS
THE_VOID Nobody can see your sectors/armies (they appear blank).
KNOWALL Know all troop strengths and see the whole map (except voids).
DESTROYER Vegetation in 3 sectors of Capitol = Desert. Act as Dervish.
Note: you cant have both DESTROYER and DERVISH power.
VAMPIRE 35% of troops killed become your zombies, -35% in all combat,
All infantry/militia become zombies. Can't add to combat bonus.
Vampire Power causes all nations to go to jihad with you.
SUMMON gives 4 spell pts per turn... can summon monsters with them
Can also do spell casting. 100K Jewels and 1M gold gives
a 20% chance of gaining +1 spell point per turn. Not Dwarves.
WYZARD Gives +3 spell points. Must have SUMMON Power.
SORCERER Gives +3 spell points. Must have SUMMON Power.
END
SPELL CASTING
If a nation has magical spell points, that nation may cast a number of
useful spells.
The current list of spells and their costs:
Summon -- must have SUMMON to cast this spell; cost is dependent
on the monster summoned. (see next page)
Flight -- give flight to a unit at a cost of 1 spell pt / 100 men
Enhance Attack -- 30% increase in attack at a cost of 1 spell pt / 300 men
Enhance Defense -- 30% increase in defense at a cost of 1 spell pt / 300 men
All of the above spells except summoning have an effect area of one army unit
and a duration of one turn. Flight and the Combat Enhancements each cause
the unit to lose one movement point due to the change in status.
END
SUMMONED MONSTERS
A monster unit represents one monster, but is the equivalent in combat of an
army of the given number of men. When summoned, they appear in your Capitol,
and are yours to command until you disband them or can not afford to pay
their per/turn jewel cost *and* 5x that cost in gold. Monsters may be
wounded in combat as can normal army units. Wounded monsters have a percent
chance of dying based on the percent damage taken (a dragon (1000 men) taking
200 equivalent men of damage has a 20% chance of dying). Next turn, however
its strength will be fully restored (1000 men again). A number of the mon-
sters will also have the ability of flight.
Spell points can accumulate from turn to turn, but there is a 25% chance that
half your unused spell points disappear each turn.... This gives you some
incentive to use them.
END
SUMMONED MONSTER TYPES
spell combat jewels power
points bonus move men turn prerequisites
Spirit 2 +0 x1 50 1000
Assasin 2 +20 x1 50 400 NINJA
Efreet 2 +10 x1.5 50 400 DERVISH
Gargoyl 2 +10 x1 75 450 MI_MONST
Wraith 2 +10 x1 75 450 VAMPIRE
Hero 2 +0 x1 75 200 WARRIOR
Centaur 2 +10 x1.5 50 200 CAVALRY
Giant 5 +0 x1 150 2100
Suphero 5 +15 x1 150 450 WARLORD
Mummy 5 +15 x1 150 1000 VAMPIRE
Elmentl 5 +5 x1.5 175 1900 SORCERER
Mintaur 5 +20 x1 150 2100 DESTROYER
Daemon 10 +50 x1 500 6000 DESTROYER
Balrog 10 +40 x1.5 500 6000 WIZARD & VAMPIRE
Dragon 15 +50 x2 1000 10000 MA_MONST & WIZARD
END
FURTHER RESTRICTIONS ON ACQUIRING MAGIC
Note: This applies only to powers acquired during the course of the game and
not to innate powers of nations. Further, extra random powers bought by new
nations are considered to be bought on their first turn as their first
action.
God only: KNOWALL
Orc only: MI_MONST, AV_MONST, MA_MONST, BREEDER
PC only: ARMOR, AVIAN, SAPPER,
DEMOCRACY, NINJA, ROADS, SAILOR, SLAVER,
SUMMON, WYZARD, SORCEROR
Forbidden to Dwarves: SUMMON, WYZARD, SORCEROR
Forbidden to Elves: DESTROYER, VAMPIRE, MINER
Forbidden to Orcs: RELIGION, CAVALRY
Forbidden to NPC's: CAVALRY
END
DONE