Ashes Of Empire
===============
Brought to you by Belgarath

�HOW HORRIBLE, FANTASTIC,
INCREDIBLE IT IS THAT
WE SHOULD BE DIGGING
TRENCHES AND TRYING ON
GAS MASKS HERE BECAUSE
OF A QUARREL IN A FAR
AWAY COUNTRY BETWEEN
PEOPLE OF WHOM WE
KNOW NOTHING�.

- Neville Chamberlain in a radio broadcast about
Germany�s annexation of Sudetenland,
27 September 1938.

CONTENTS

1. NEVILLE CHAMBERLAIN
RADIO BROADCAST

2. PREFACE

3. HOW TO PLAY

4. REGIONAL PROFILES

5. NEWS PAPER CLIPPINGS

6. THE ACCIDENT

7. THE MEETING

PREFACE
By Mike Singleton

After more than forty years of global confrontation between East and West, the Cold War
ends. Gorbachev brings glasnost and perestroika to the Soviet Union. The Iron Curtain
begins to suffer from terminal rust. The Eastern Bloc crumbles. In Poland, in
Czechoslovakia, in Hungary, in Bulgaria, in East Germany and in Rumania, communist
regimes lose their grip on power. The Berlin Wall is torn down. The Baltic states declare
independence from the Soviet Union. East and West Germany are re-united. Hardline
politicians attempt a coup in the Soviet Union but are foiled by Yeltsin and the citizens of
Moscow. The Union of Soviet Socialist Republics dissolves into the Commonwealth of
Independent States as republic after republic refuses to remain part of the old, centralized
union.

With Cold War tensions and loyalties melting away, nationalism begins to reassert itself
through Eastern Europe and beyond. Yugoslavia flies asunder and civil war breaks out as
Slovenia and then Croatia declare independence and defy the attempts of the Serbian-
dominated federal army to force them back into the fold. In the CIS, conflict grows
between Azerbaijan and Armenia and, in the enclave of Nagorny-Karabakh, there is bitter
fighting. The Ukraine and Russia both claim ownership of the Black Sea Fleet. A Russian
minority enclave in Moldavia declares independence from the Moldavian Republic. There
is more bitter fighting in Yugoslavia as ethnic conflict breaks out between the Serb, Croat
and Muslim communities of Bosnia-Herzegovina. Sarajevo is besieged and, once again,
the roads of Europe are choked with refugees.

Further east, an uneasy peace holds between the states of the CIS. The daunting question
of who controls the nuclear weapons of the old USSR is not resolved. As market forces
begin to bite, the fragile economies of the former Republics falter. Russia appeals for
economic aid. All the while, civil unrest and ethnic tension rises.

We live in remarkable times. At breathtaking speed, the political map of the world has
changed beyond recognition. This is the backdrop to Ashes of Empire. Through fiction,
this game looks at the sort of problems that face the world today and asks you to solve
them. Your task is to bring peace and harmony to the CSR, a vast, multi-national, nuclear-
armed superstate where central authority no longer prevails and where the danger of
ethnic conflict and civil war looms large.

In Ashes of Empire, you will find echoes of the real world and, I hope, echoes of how
delicate a task it is to bring peace and prosperity to lands where there is, at the moment,
only hardship, bloodletting and misery.

Wishing you success in your mission of mercy

Mike Singleton


LOADING INSTRUCTIONS

COMMODORE AMIGA

Turn off your computer and remove all unnecessary peripherals. Insert the disk into the internal drive
and switch on the computer. The program will auto-load. On the conclusion of the intro sequence,
remove the disk, insert the �Ashes� program disk and then restart your Amiga. Should you not wish
to run the intro sequence, please insert the program disk into the internal drive and switch on your
computer. The program will automatically load.

WHAT IF MY GAME FAILS TO LOAD?

In the vast majority of cases a loading problem is caused not by faulty software but by either, an
incorrect loading procedure or a hardware fault. Please ensure that the loading instructions have
been properly followed. Most hardware failures are due to a misalignment of the heads in the disk
drive. It may also be that a virus has been transferred onto your hardware from other software, pirated
copies of games are a common source of viruses.

In the unlikely event of a software fault on your mirage game, please return the complete package
with receipt to the place of purchase. Alternatively, contact Mirage on our helpline 0260-299919

HOW TO PLAY

YOUR AIMS

THE OVERALL AIM
PACIFYING A REPUBLIC
CAPITAL PROVINCES
PACIFYING A PROVINCE
THE UC BUILDING PROGRAMME
THE UC DEMOLITION PROGRAMME
THE UC PACIFICATION PROGRAMME
THE UC ETHNIC HARMONY PROGRAMME
SUCCESS IN A PROVINCE
TIME IN A PROVINCE
SUCCESS IN A REPUBLIC
TIME IN A REPUBLIC
ALL-OUT NUCLEAR CIVIL WAR
SUCCESS IN THE CSR


THE OVERALL AIM
The overall aim of your Commission is to bring peace and
harmony to the entire CSR.
To do this, you must pacify each of the CSR�s five Republics -
Ossia, Ruzakhstan, Belokraine, Moldenla, Servonia.

PACIFYING A REPUBLIC
Each Republic has one capital province and up to eight other
provinces within its borders.
There are two ways to pacify a Republic:

EITHER
1) Pacify the capital province of the Republic and at
least two other provinces in the Republic.

OR

2) Pacify all the provinces in the Republic except the
capital province.

CAPITAL PROVINCES
The capital provinces of the Republics each encompass one
of the five great lakes of the CSR.

Republic Capital Province
Ossia Zemla
Ruzakhstan Abakan
Belokraine Ostrov
Moldenia Tasejevo
Servonia Chor

PACIFYING A PROVINCE
To pacify a province, you must successfully complete four
different United Community programmes in the province.
These are your aims in a province.

1) The UC Building Programme
2) The UC Demolition Programme
3) The UC Pacification Programme
4) The UC Ethnic Harmony Programme

The precise composition of these programmes varies
considerably from province to province.

THE UC BUILDING PROGRAMME
Under the United Community Building Programme, you must
provide a number of different types of buildings to meet the
most urgent needs of the population of the province.

You can provide these buildings either by gaining control of
existing ones or, with the help of the local professionals, by
building new ones.

THE UC DEMOLITION PROGRAMME
Under the United Community Demolition Programme, you
must rid the province of a number of different types of
buildings whose very existence is a threat to harmony and
prosperity.

You can demolish these buildings either by military action or
by securing the help of local professionals who will undertake
the demolition themselves.


THE UC PACIFICATION PROGRAMME
Under the United Community Pacification Programme, you
must eliminate from the province a certain number of CSR
military units.

Local military commanders, if you secure their help, can bring
CSR military units over to your side. Alternatively, by direct
military action, you can force units to surrender.

THE UC ETHNIC HARMONY PROGRAMME
Under the United Community Ethnic Harmony Programme,
you must secure the support of different ethnic groups
within the province. This support comes in the form of
democratic votes pledged by the ethnic minorities.

The votes are pledged when you secure the help of key
members of the various provincial communities.


SUCCESS IN A PROVINCE
If you succeed in all your aims, you will achieve peace and
harmony in the province. The province will place itself under
United Community control and you will be given various
additional resources by the grateful population.

All the buildings in the province fail under UC control, all the
military units surrender and the professionals in the province
join the staff of your military, medical, engineering and
administrative teams.

The extra resources and the extra professional assistance you
gain will then help your peace mission in other troubled
regions of the CSR.

TIME IN A PROVINCE
You only have a limited amount of time in a province before
reactionary elements start to disrupt your efforts. If you
spend too many days in a province, saboteurs will start to set
the forests ablaze. Unless dealt with, the forest fires will
spread rapidly, causing a massive diversion of resources.

The burning down of forests steadily reduces the resources
you will gain by pacifying the province. If too many forest
fires burn to conclusion, you may end up with no extra
resources at all when you finally pacify the province.

You can, however, gain extra time in a province by gaining
control of certain buildings or by securing the help of certain
key members of the community. Gaining extra time delays
the onset of forest fires.

SUCCESS IN A REPUBLIC
If you succeed in pacifying sufficient provinces, you will
achieve peace and harmony in the Republic. The whole
Republic will place itself under United Community control
and all remaining unpacified provinces will likewise place
themselves under United Community control.

You will be given various additional resources by the grateful
population of the Republic. All the buildings in the Republic
fail under UC control, all the military units surrender and the
professionals in the Republic join the staff of your military,
medical, engineering and administrative teams.

The extra resources and the extra professional assistance you
gain will then help your peace mission in the other troubled
Republics of the CSR.

TIME IN A REPUBLIC
You only have a limited amount of time in a Republic before
reactionary elements in the fragmented but still functioning
CSR Strategic Command start to disrupt the peace process by
launching nuclear missiles against the province you are in.

Once you have exceeded your time limit, every day you spend
in the Republic carries the risk of a nuclear strike against the
province you are operating in.

If a nuclear missile does explode in a province, it becomes
very difficult indeed to adequately pacify the province.
Consequently, it becomes very difficult to pacify the Republic.
Unless you are very close to success already, your cause may
well be doomed.

You do, however, gain extra time in a Republic as you pacify
each of its provinces. This gives you more time before the
nuclear strikes begin.

ALL-OUT NUCLEAR CIVIL WAR
Once nuclear strikes start to be made anywhere in the CSR,
the level of nuclear tension starts to rise. There are three
levels of tension, low, rising and critical.

The number of strikes it takes to raise tension to a new level
is unpredictable - it could take two missiles, it could take five

Regardless of the number of nuclear strikes, nuclear tension
in the CSR will rise anyway by one level every fifty days. This
means that you have a maximum of 150 days in which to
pacify the whole of the CSR.

When the tension level rises above critical, a catastrophic
nuclear civil war will break out in the CSR. Over one hundred
nuclear missiles will rain down on CSR territory, devastating
the land mass and annihilating millions of innocent men,
women and children.

This is the consequence of failing in your Commission. It
must be avoided at all costs.

SUCCESS IN THE CSR
If you succeed in pacifying all of the five Republics, your
mission of peace is complete. You will have brought peace
harmony and democratic freedom to the grateful people of
the CSR and saved them from the horrors of civil war.


THE PEOPLES OF THE CSR

AN EMPIRE IN DECLINE
THE POLITICAL STRUCTURE
THE NATIONS
THE NATIONAL LEADERS
THE NATIONAL HIERARCHY
NATIONAL LOYALTIES
CROSS-BORDER LOYALTIES
THE PROFESSIONS
PROFESSIONAL TEAMS
PROVINCIAL SOCIETY
SPECIAL HELP
PROFESSIONAL DEMANDS
PROFESSIONALS LOYAL TO YOU
ORDINARY CITIZENS


AN EMPIRE IN DECLINE
The Confederation of Syndicalist Republics has, for decades,
been a militaristic totalitarian state ruled with a rod of iron by
the all-powerful Syndicalist Party.

The lands comprising the CSR are much the same lands that
comprised the old Ossian Empire at the turn of the century:
Ossia itself, Ruzakhstan, Belokraine, Moldenia and Servonia.

Over the past three years, the CSR has been in turmoil. The
Syndicalist Party, in an attempt to stimulate the moribund
centralised economy, relaxed its grip on the population,
introducing piecemeal democratic reforms and some
elements of a market economy.

The outcome of these attempted reforms has been the
overthrow of Party rule, the breakdown of central authority
in the CSR and chaos verging on civil war.

THE POLITICAL STRUCTURE
The CSR comprises 5 Republics, each of which consists of up
to 9 provinces. Each Republic has a capital province, where
the central administration of the Republic is to be found.

OSSIA
Zemla, Caracal, Temir, Makinsk, Siret,
Sebalino, Armavir.

RUZAKHSTAN
Abakan, Nadym, Samara, Arad, Turu,
Magadan, Kazan, Curug.

BELOKKAINE
Ostrov, Kurunach, Borovan, Agonar,
Timis, Asino, Balkas, Govina.

MOLDENIA
Tasejevo, Marcha, Parabel, Celkar,
Selenga, Elista, Palanka, Agia.

SERVONIA
Chor, West Suja, Corabia, Pasino,
Joskar, Ekonda, Liman, Kalaras, Murom.

THE NATIONS
The population of the CSR is made up of 5 different nations,
the Ossians, the Ruzakhs, the Beloks, the Moldenes and the
Servs.

The national territory of each of these nations corresponds to
each of the CSR�s five Republics. However, intermingling and
deliberate relocation of entire populations by the central
authorities has given each Republic and each province a
population of mixed nationalities

The majority of the population in the Republic of Ossia is of
Ossian nationality, but in each province, there are large
ethnic minority groups of Ruzakhs, Beloks, Moldenes
and Servs. It is likewise for each of the other Republics.

Following the breakdown of central authority, ethnic conflict
is a major problem throughout the CSR.

THE NATIONAL LEADERS
With central government in disarray and ethnic tension rising,
the people of each nation in the CSR look to their national
leaders for guidance, rather than to the government of the
Republic they live in.

In times past, the national leaders were simply cultural
figureheads wielding little or no power but now they hold
real political power. In particular, they command the loyalty
of the professional classes, the nomenklatura, whose local
power and influence is considerable.

THE NATIONAL HIERARCHY
Each nation has a President, controlling the whole
professional class of that nationality. The President
commands 4 Governors.

Each Governor controls a faction. The Governor of a faction
commands 4 Heads of Profession: the Head of Medicine, the
Head of the Military, the Head of Engineering and the Head
of Administration.

Each Head of Profession controls a professional group
consisting of 7 other professional personnel.

Professional group:
7 personnel plus the Head of Profession
8 professionals in total.

Faction:
4 professional groups plus the Governor
33 professionals in total

Nation:
4 factions plus the
President 133 professionals in total

The CSR:
5 nations
665 professionals in total

NATIONAL LOYALTIES
To bring peace and harmony to the CSR, you will have to
secure the help and cooperation of the professional classes.

You will have the opportunity to meet professionals and
recruit them to your cause during the course of your travels
through the CSR. To secure their help, you will need to
provide them with various resources that they urgently need
for the people of their locality. This can prove an expensive
process.

However, the higher ranking members of the hierarchy
command the loyalty of all the people under them.

When you secure the help of a high ranking professional, you
gain the loyalty of all the professionals he controls. Then,
instead of having to bargain for their help, these
professionals will offer you their help as soon as you meet
them. In addition, their locations will be revealed on the map,
providing you are in the same province as them.

If you secure the help of a President, you gain the loyalty of
his entire nation, 133 professionals.

If you secure the help of a Governor, you gain the loyalty of
his entire faction, 33 professionals.

If you secure the help of a Head of Profession, you gain the
loyalty of his professional group, 8 professionals.

CROSS-BORDER LOYALTIES
Because the national communities are scattered throughout
the CSR with some of the population living in their national
homeland but others not, national loyalties apply across the
borders of the Republics.

Although many Ossian professionals will be found in Ossia
itself, there will be some in Ruzakhstan, some in Belokraine,
some in Moldenia and some in Servonia. Likewise, members
of the same faction or professional group within a faction are
scattered between different provinces.

Consequently, if you gain the loyalty of a professional group,
a faction or a whole nation, you will only find some of
its members in the province or Republic you are in. The others
are waiting to help you in other provinces and Republics.

THE PROFESSIONS
There are four different professions in the CSR: the medical
profession, the military profession, the engineering
profession and the administrative profession.

Each professional group in a faction has eight members of
various different ranks:

MEDICAL GROUP
Head of Profession: 1 Professor
1 Surgeon
2 Doctors
3 Nurses
1 Medical Coordinator

MILITARY GROUP
Head of Profession: 1 Strike Marshal
1 Group Commander
2 Commandants
3 Assault Adjutants
1 Military Coordinator

ENGINEERING GROUP
Head of Profession: 1 Constructor General
1 Link Builder
2 Captains of Works
3 Engineer Builders
1 Engineering Coordinator

ADMINISTRATIVE GROUP
Head of Profession: 1 Controller
1 Principal Executive
2 Superintendent Administrators
3 Lieutenant Administrators
Administrative Coordinator

PROFESSIONAL TEAMS
From time to time during the course of your Commission,
you will be asked to provide professional teams - medical,
military, engineering or administrative teams.

The provision of teams is often vital in securing the help of
key members of the professional hierarchy and thereby
achieving your aims with a province, so the professional
teams at your disposal are an important human resource.

You enter the CSR with a small number of UC professional
teams already at your disposal. To succeed in your mission,
you will have to gather more teams within the CSR Itself.

There are a number of ways of getting more teams. When
you succeed in pacifying a province and the province puts
itself under UC control, professional teams are one of the
extra resources you gain.

Alternatively, you can form new professional teams yourself
by recruiting appropriate professional personnel in person.

Anyone below the rank of Head of Profession is a potential
team member. If you are able to recruit him, you can either
accept the special help he offers or you can allocate him to
the staff of your professional teams.

To form a new team you need:

MEDICAL TEAM
1 Surgeon or Doctor
2 Nurses

MILITARY TEAM
1 Group Commander or
Commandant
2 Assault Adjutants

ENGINEERING TEAM
1 Link Builder or Captain of Works
2 Engineer Builders

ADMINISTRATIVE TEAM
1 Principal Executive
or Superintendent Administrator
2 Lieutenant Administrators

If the team is of mixed nationality, you will also need a
Coordinator to ensure the smooth working of the team. For
a medical team, you need a Medical Coordinator, for a
military team you need a Military Coordinator and so on.

Once you have allocated personnel to your team staff, the
actual formation of teams is handled automatically by your
computer which will inform you of the number of complete
teams available and any surplus team staff on request.

When a Republic or a province places itself under UC control,
all the remaining lower-ranking professionals in the region,
not yet recruited by you, come over to your side and join
your team staff.

Presidents, Governors and Heads of Profession, however, can
only be recruited by you in person or by your securing the
help of their superiors. They can never form part of your
team staff.

PROVINCIAL SOCIETY
In each province there are 16 or 17 professionals who can
help you in your Commission. When you first enter a
province, you will usually know nothing of their
whereabouts.

The professionals move about from town to town in the
course of their duties and the inhabitants of each town they
visit are well aware of their movements.

By visiting different towns and meeting the inhabitants, you
will soon be told about one of these professionals and be
able to arrange a meeting with him. If you then manage to
secure his help, you will find yourself on the provincial societal
network.

The professionals in a province have their own hierarchy of
social contacts. Each professional knows someone further up
in the social contacts hierarchy. At the top of the hierarchy
a person who knows every other professional in the
province.

When you secure the help of a professional, he will tell you
where to find another professional further up in the social
contacts hierarchy. If you then secure the help of this
professional, you will be told where to find someone even
higher up.

This always leads you eventually to the provincial fixer, the
man who knows everyone. If you secure his help, you will be
told where to find all the professionals in the province - a
highly valuable piece of information.

Presidents or Governors are even higher than the top of the
social network of a province. The only person who can tell
you where to find a President or a Governor is the man who
knows everyone, the professional at the top of the social
contacts hierarchy.

SPECIAL HELP
When you recruit a professional, he can help you in one of
two ways: he can join the staff of your professional teams
he can give you special help. You must decide on the spot
which sort of help to accept.

As soon as you meet the person, he will tell you what sort I
special help he can give you. This comes in a number of
forms.


1) ETHNIC VOTES
Every professional is a person of influence and he
will always offer to pledge you a certain number of
votes from his own ethnic community. These can
be vital in achieving your ethnic harmony aims.

2) RESOURCES
Various commodities and strategic resources can
be offered to you. These can help you in further
bargaining and also be of direct help during your
Commission.

3) BUILDING
The person can offer to construct new buildings
for you. This can be of vital importance in
achieving the aims of your building programme
because it is the only way to construct new
buildings in a province.

In many provinces, there are insufficient buildings
of the correct type to fulfill your building
programme aims and you have to construct new
buildings to succeed.

4) DEMOLITION
The person can offer to demolish old buildings for
you. This can be of importance in achieving your
demolition programme aims, saving you the time
and trouble of demolishing the buildings yourself.

5) PACIFICATION
Certain professionals will sometimes offer to
bring all the CSR military units in the area over
to your side. This can be of vital importance in
achieving your pacification programme aims,
eliminating large numbers of CSR units at once.
Furthermore, these units actually join your side,
forming assault groups that you can use to
intervene on your behalf when military action is
called for.

Because he moves from place to place during the
course of his duties, the same professional will
recruit more or less CSR units. This depends on the
troop concentrations in his current location at the
time when you secure his help In some cases it
may be worth following him to the next town
where there are more CSR units to recruit.

It IS important to remember that you lose all the
special help a person offers you if you allocate him
to your professional teams Whether to accept the
person�s special help or allocate him to a team is
often a difficult choice to make and it should be
made with care.

PROFESSIONAL DEMANDS
When you meet a professional, he will always tell you what
he needs from you for his local community before he can
help you. Such demands come in two forms:

1) RESOURCES
He will ask for various commodities and strategic
resources.

2) PROFESSIONAL TEAMS
He will ask for the assistance of professional
teams.

If you have the necessary combination of teams and
resources, you will be able to recruit him immediately If you
don�t have the necessary combination, you will not be given
the option of recruiting him.

The act of recruiting the person seals the bargain and the
transfer of resources and teams IS automatically completed.

If you don�t or can�t recruit a professional, you always have
the option of visiting him again later on.

If you do recruit a professional, you will not be able to meet
him again later; all his help has been given.

PROFESSIONALS LOYAL TO YOU
If you have gained the loyalty of a professional by recruiting
one of his superiors (his Head of Profession, his Governor or
his President), when you meet him he will make no demands
of you but simply offer you his help.

The location of professionals loyal to you IS always marked on
the map of the province you are in.

ORDINARY CITIZENS
You will meet many ordinary citizens of the CSR during the
course of your Commission. There is always a citizen of some
description in control of every single building and installation
and there are many thousands of these in the CSR.

You meet the citizen in charge every time you, in person,
enter a building. To gain control of the building you must
recruit the citizen to your cause. The building will then fall
under UC control and its resources will be handed over to
you, going straight into your stocks.

There are two ways to recruit the citizen in charge:

1) BARTER
The citizen will demand various commodities in
exchange for his help. If you have these
commodities in your stocks, you are given the
option of recruiting the citizen by barter.
If you don�t have the appropriate commodities,
you are not given the option of bartering.

When you take the barter option, the citizen is
recruited immediately and the commodities he
needs are transferred to him automatically from
your stocks.

2) PERSUASION
You can employ various lines of conversation in an
attempt to persuade the citizen to join� your cause.

You are bound to succeed eventually but it�s a
question of finding the right line of conversation.
Each new tack you take costs you valuable time.
On the other it costs you nothing in commodities.

When your stocks of commodities run low, you
may be forced to use persuasion to recruit citizens

Recruiting citizens and gaining control of buildings
is important in two ways. Firstly, you can get
additional commodities and strategic resources.
Secondly, gaining control of particular types of
building can be of vital importance in achieving
your provincial building programme aims.

CIVIL AND MILITARY RESOURCES

YOUR STOCKS
COMMODITIES
TRANSPORT AND MUNITIONS
SUNDRIES
BUILDINGS AND INSTALLATIONS
LIMITLESS SUPPLIES
BOMBPROOF BUILDINGS
VEHICLES
AIRCRAFT
SEA-GOING VESSELS
UNDERWATER CRAFT
GROUND VEHICLES

YOUR STOCKS
Throughout your Commission in the CSR, you will need to
draw on your available supply of commodities, vehicles, fuel,
ammunition, medical treatment, military assistance, air lifts
and so on. Together, these form your stocks.

At the start of your Commission, the UC has already provided
you with a limited stock of resources. During the course of
your mission, you will have to replenish these stocks from
within the CSR itself by recruiting citizens gaining control of
buildings and securing the special help of key professionals.
When you succeed in pacifying a province and it places itself
under UC control, you get a further boost to your stocks

COMMODITIES
There are eight essential commodities that you will need to
barter with ordinary citizens (and hence gain control of
buildings) and to bargain with professionals.
The eight commodities are: bars of gold, diamonds, food,
wine, goods, tools, medication and clothing.

TRANSPORT AND MUNITIONS
There are eight different resources in this category: ground
vehicles, sea-going vessels, submarines, aircraft, fuel,
ammunition, movement papers and interdiction papers.

All of these are important bargaining counters when you are
negotiating for the help of a professional but they are also of
direct use to you during your mission.

VEHICLES
At any time, you can airlift any of the four categories of
vehicle to your location - invaluable when you have no
transportation, or when you need a different sort of vehicle.
This depletes your stocks by 1 vehicle.

FUEL
Fuel is used up by airlifts and by assault groups.
Every airlift you call for depletes your stocks of 1
tonne of fuel and 1 aircraft.
Every assault group you use needs 1 tonne of fuel, 1
company of troops and 1 crate of ammunition.

AMMUNITION
At any time, you can airlift ammunition directly to
your location and fully re-arm your vehicle. This
depletes your stocks by 1 crate of ammunition.

MOVEMENT PAPERS
Movement papers are used to give yourself
temporary immunity from enemy attack. Using 1
set of movement papers will give you two hours
immunity (unless you open fire in the meantime).

INTERDICTION PAPERS
Interdiction papers are used to enter buildings
under the control of enemy ground troops.

The presence of CSR motorcycle units, armoured
car units or six-wheeler units places nearby
buildings under an interdiction and you will be
unable to get in.

Using 1 set of Interdiction papers will enable you to enter
interdicted building.

SUNDRIES
There are SIX different resources in this category: emergency
medical treatment, fire fighting teams, power cells, extra
time, companies of troops and air lifts.

With the exception of extra time, all of these may be
important bargaining counters when you are negotiating for
the help of a professional but they are also of direct use to
you during your mission.

EMERGENCY MEDICAL TREATMENT
If you are Injured during your mission, 1 course
of emergency medical treatment will quickly get
you back into action. If you have no emergency
treatment available, you will be hospitalised for
some days.

FIRE FIGHTING TEAMS
When you run out of time in a province and
enemy sabotage begins, fire fighting teams are
of great Importance for extinguishing the forest
fires.

POWER CELLS
Power cells can be used to immobilise hostile
vehicles when you are on foot. Each power cell
contains a powerful ECM (Electronic Counter
Measures) device which scrambles the control system of the
hostile vehicle. Using 1 power cell will immobilise 1 hostile
vehicle.

EXTRA TIME
Extra time records the additional time you have
gained within a province before reactionary
elements start lighting forests fires (which
deplete the extra resources the province can provide when
you pacify it).

COMPANIES OF TROOPS
A company of troops is an essential
component of an assault group. When you
call for military assistance, an assault group
rushes to your aid. The assault group,
however, needs resources: a company of
troops, fuel and ammunition.

You gain an extra company of troops by forcing a CSR unit
to surrender or, by recruiting a military commander,
persuading a CSR unit to come over to your side.

AIRLIFTS
Airlifts are of vital importance in airlifting
vehicles and ammunition to your own
location or in airlifting yourself to a new
location. Each airlift you use also requires
1 aircraft and 1 tonne of fuel.

BUILDINGS AND INSTALLATIONS
During your Commission in the CSR, you will encounter a
large variety of buildings and installations, each of which
serves a different purpose.

You gain control of a building by recruiting the citizen in
charge of it. Each building can provide you with extra
resources - commodities, transport and munitions and
sundries. In addition, gaining control of particular types of
building is of vital importance in fulfilling your building
Programme aims.

Building Type Provides
House food, wine
1 day of extra time in the province
Church medication
7 days of extra time in the province
Mosque medication
7 days of extra time in the province
Depot goods, tools
5 ground vehicles
Fuel Dump goods
5 tonnes of fuel
Admin Block gold
1 set of movement papers
Barracks clothing
5 crates of ammunition
Command Post diamond
5 sets of interdiction papers
Factory limitless supply of vehicles within the
province
Refinery limitless supply of fuel within the
province if you also control a well head
Power Station 5 power cells
Pumping Station wine
1 fire fighting team
Barn food
1 day of extra time in the province
Farmhouse food, wine
Processing Plant food
limitless supply of food within the
province if you also control a pumphead
Vault 10 gold bars
Bombproof Factory limitless supply of vehicles within
the province
Bombproof Complex gold, goods, tool, medication
5 crates of ammunition
5 tonnes of fuel
Bombproof W/house diamond, clothing, goods, medication
5 sea-going vessels
5 underwater craft
Mine diamond
limitless supply of ammunition within
the province if you also control a fort
Hospital medication
5 courses of emergency medical
treatment
Radar food
information, plotting all nearby towns
and CSR units on your map
Fort gold
limitless supply of ammunition within
the province if you also control a mine
Comms Centre goods, tools, information,
plotting all nearby professional
personnel on your map
Windmill clothing, 1 power cell
Well Head limitless supply of fuel within the
province if you also control a refinery
Pump Head wine, tools
limitless supply of food within the
province if you also control a processing
plant
Control Tower goods, tools
5 aircraft

LIMITLESS SUPPLIES
Gaining control of certain combinations of buildings can give
you limitless supplies of a resource within that province.
Gaining limitless supplies does not change your finite stocks
of that resource.

However, within the province, you can use as much of that
resource as you want without depleting your finite stocks.

Outside the province, the limitless supplies are not available
and you must rely on your finite stocks.

If the buildings or installations providing the limitless supplies
are subsequently destroyed, you lose your limitless supplies.

BOMBPROOF BUILDINGS
Bombproof buildings are designed to survive a nearby
nuclear attack. Being air-tight, they can still operate even if
the area is completely flooded. In fact, a fair number of
bombproof buildings have actually been constructed
underwater as an additional protection measure.

Each of these buildings, even when underwater, remains
accessible to the professionals who need to visit them in the
course of their duties - each bombproof building is equipped
with a small submersible shuttle to ferry personnel in and out
in the event of the building being submerged.

Bombproof buildings are not designed to survive direct hits
either by nuclear or conventional weapons and they can be
destroyed during a military action by your own or enemy
firepower.

In terms of achieving the aims of your building programme, a
bombproof factory is treated as an ordinary factory.

VEHICLES
Many different types of vehicle are available both to yourself,
your assault groups and to CSR military units.

AIRCRAFT
Cargo Planes, Groundhawks, Seahawks,
Fighters, Bombers

SEA-GOING VESSELS
Hydrofoil, Patrol Boats, Barges

UNDERWATER CRAFT
Minisubs, Flying Subs, Hunter-killers,
Sea-Spiders, Amphibious Tanks

GROUND VEHICLES
Snowmobiles, Motorcycles, Armoured
Cars, Six-wheelers, Tanks, Rocket Launchers

Each of these vehicles has different ways of movement and
different attack capabilities.

If you personally have no vehicle, you are open to attack by
all types of enemy vehicle except fighters, rocket launchers
and six-wheelers.

AIRCRAFT
All aircraft are VTOL aircraft (Vertical Take Off and Landing:
As well as possessing normal aircraft flight capabilities, they
can hover, fly backwards and make vertical ascents or
descents.

Aircraft Military Capability
Cargo Plane Will not come under enemy attack.
Carries no weapons systems
Groundhawk Attacks only ground vehicles and
buildings, Possesses automatic ground
hugging software for low-level attack
Seahawk Attacks only sea-going vessels and
underwater. Possesses automatic sea-
skimming software for low-level attack
Fighter Attacks only aircraft. Will not attack you
if you have no vehicle.
Bomber Attacks only buildings. Has some stealth
capability and will not come under
attack by enemy fighter aircraft.

Ground-hugging and sea-skimming software enables you to
fly at low-level at high speed over appropriate terrain with no
risk of crashing your aircraft. However, ground-hugging
software does not operate over water and sea-skimming
software does not operate over land - beware!

SEA-GOING VESSELS
Sea-going vessels are all surface vessels. If the water gets too
shallow, they may be beached.

Sea-going Vessel Military Capability
Hydrofoil Attacks only hydrofoils and underwater
craft.
Patrol Boat Attacks only sea-going vessels
(excluding underwater craft) and
aircraft.
Barge Will not come under enemy attack.
Carries no weapons systems.

UNDERWATER CRAFT
The underwater craft move in various ways.
The minisub and the hunter-killer manouevre in the same
way as conventional submarines.

The flying sub has all the capabilities of a conventional
submarine but it also has a slow VTOL flight capability.

The amphibious tank and the sea-spider are fundamentally
land vehicles but can also move slowly across the sea-bed.

Underwater Craft Military Capabilities
Minisub Attacks only minisubs and sea-spiders
Hunter-Killer Attacks only underwater craft and sea-
going vessels.
Flying Sub Attacks only aircraft
Amphibious Tank Attacks only ground vehicles,
amphibious tanks, sea-spiders and
buildings (including underwater
buildings).
Sea-Spider Attacks only sea-spiders

GROUND VEHICLES
Ground vehicles have different capabilities over different
terrain. In particular, the snowmobile, as you would expect,
moves quickly across snow but slowly across other terrain.
The remaining land vehicles move slowly across snow but
quickly across other terrain.

Ground Vehicle Military Capability
Snowmobile Attacks only aircraft and ground
vehicles.
Six-Wheeler Will not come under attack by
enemy ground vehicles.
Carries no weapons systems.
Motorcycle Attacks only motorcycles.
Your own motorcycle can also attack
six-wheelers.
Armoured Car Attacks only motorcycles,
rocket launchers and armoured cars.
Your own armoured car can also
attack six-wheelers.
Tank Attacks only ground vehicles and
buildings.
Rocket Launcher Attacks only aircraft and ground
vehicles. Will not attack you if you
have no vehicle.


THE FIRST PHASE

ENTERING THE CSR
SELECTING A PROVINCE
ENTERING THE PROVINCE
THE ACTIVITIES

ENTERING THE CSR
At the start of your Commission, the political map of the CSR
shows the Republics of Ossia, Ruzakhstan. Belokraine.
Moldenia and Servonia and all their provinces. In addition,
there are two contaminated areas, marked in black, where
nuclear accidents have made the region uninhabitable.
Surrounding the CSR is the border zone, marked in grey.

Your first task is to choose your entry point. You can only
enter the CSR in a province which is next to the border zone
or which has a coastline on the Western Sea.

SELECTING A PROVINCE
The political map has six levels of magnification. At level 1,
you see the whole of the CSR with the each of the Republics
marked by name. At level 2 you see a quarter of the CSR at
2x2 magnification, with each of the provinces marked by
name. At level 3, you see a sixteenth of the CSR at 4x4
magnification, and so on.

You can select the level of magnification by pressing 1, 2, 3,
4,5 or 6 on the keyboard. The map will then be redrawn
centered on the position of the map pointer.

To select the province where you will enter the CSR, simply
click on the province. As soon as you have clicked, you will
enter the CSR in that province and your Commission will
begin.

ENTERING THE PROVINCE
When you enter your chosen province, the display changes to
a physical map showing a close-up of the province. You have
just crossed the CSR border in a VTOL fighter aircraft. Your
Position is marked by a pin.

The information you have about the province is limited. Only
a handful of towns and CSR military units are marked on
Your map. As you proceed with your Commission in the
Province, your information will steadily grow, revealing more
and more towns and CSR units on the map.

move the pointer to the relevant part of the
screen and then press the fire button.

You begin your peace mission with various commodities and
strategic resources already placed at your disposal by the
United Community. You will need to draw on these during
the course of your Commission but you will also be able to
replenish your supplies by gaining control of buildings and
securing the help of key members of the community.

When you enter the province, you will already have a valid
set of movement papers in operation, giving you at least two
hours of immunity from attack but opening fire whilst the
movement papers are in operation cancels this Immunity.

THE ACTIVITIES
There are a number of major activities open to you
throughout the game which are selected from the keyboard.
All of these activities can be selected at any time to give you
information, to return you to the action, to save the game or
to load a previous game.

Key Activity Purpose
ESC RESTART Start a completely new game
F1 MAP Look at the map
F2 ACTION Resume 3D real-time action
F3 NATIONS Check your recruits from each nation
F4 TEAMS Check your professional teams
F5 STOCKS Check your resources
F6 AIMS Check your aims within the province
F7 MEETING Return to your meeting with a person
F8 PEOPLE MET Check the demands of people you have met
F9 SAVE Save your current game
F10 LOAD Load a previously saved game


You can switch freely between these activities at any time
simply by pressing the appropriate key.


THE MAP

ACCESSING AND LEAVING THE MAP
MAGNIFICATION LEVELS
THE PROVINCE YOU ARE IN
THE MAP SYMBOLS
THE PERSONAL
HIDDEN DETAILS
THE MAP MODES
FLAT OR ISOMETRIC PROJECTION
SEA SURFACE OR SEA BED
PHYSICAL OR POLITICAL MAP
NO JOURNEY OR PLAN JOURNEY
INFORMATION OPEN OR CLOSED
AIRLIFTING YOURSELF
ASSIGNING FIRE FIGHTING TEAMS


ACCESSING AND LEAVING THE MAP
YOU can access the map at any time during the game by
pressing F1, the MAP activity key.

To leave the map, you must select another activity. such as
ACTION, by pressing another of the activity keys (F1 - F10).

MAGNIFICATION LEVELS
The map can be displayed at 6 different magnification levels.

Level 1 1x1 magnification, showing the whole of the CSR
Level 2 2x2 magnification, showing a quarter of the CSR
Level 3 4x4 magnification, showing 1/16th of the CSR
Level 4 8x8 magnification
Level 5 16x16 magnification
Level 6 32x32 magnification

If you press any of the number keys 1-6, the map will be
redrawn at that level of magnification, centred on the
position of the pointer.

THE PROVINCE YOU ARE IN
The province you are in is highlighted on the physical map by
brighter contour colours. On the political map, the province
you are in is highlighted by a mixture of white and the colour
of the Republic it belongs to. If the province you are in is
already under UC control, it is highlighted in pure white.

Detailed information such as the location of towns, military
units, roads and canals, is only displayed for the province you
are in. To access detailed information about any other
Province, you must first move into it.

THE MAP SYMBOLS
The map gives you most of the vital information about a
Province. Various symbols on the map mark the location of
forests, towns, people, vehicles and military units as well as
indicating your own current location.

Symbol Marks
[ms1] pin your own position
[ms2] tree a forest
[ms3] flame a forest fire
[ms4] red button a building or a town
[ms5] orange button a professional person
(low mag)
[ms6] human figure a professional person
(high mag)
[ms7] purple button a CSR military unit (low mag)
[ms8] marled fist a CSR military unit (high mag)
[ms9] blue button a UC vehicle or assault group (low mag)

[ms10] vehicle a UC vehicle (high mag)
[ms11] phoenix badge a UC assault group (high mag)

[ms12] blue line a canal
[ms13] black line a road
[ms14] white line a journey you have planned


THE PERSONAL ORGANISER
Simply knowing the location of some of the items marked on
the map is sufficient information - there is nothing more to
know. With other Items, you will want to know more details.

To find out more about towns, buildings, people, vehicles or
military units, just move the pointer to the symbol and your
personal organiser will appear, giving you more details about
the item pointed at.

Pointing at a town, the organiser displays its name and what
types of building it contains. Pointing at a person, the
organiser displays his profession, his rank and his name.

Pointing at a vehicle, the organiser displays its type. Pointing
at a military unit, the organiser displays what sort of unit it is
and how many vehicles are attached to it.

If there is more than one item at the location you are
pointing at, then the organiser will display details for each
item one-by-one.

When you move the pointer away from the map symbols,
your personal organiser will disappear.

HIDDEN DETAILS
When you first move in, the information you have about a
province is very limited. Consequently, only a few details are
shown on the map and many of the towns, the professional
people and the CSR military units remain hidden.

As you go about your mission in the province, you steadily
glean more Information. What was once hidden detail is now
revealed on the map.

just moving in person close to towns or buildings or military
units is sufficient to reveal these on the map.

Gaining control of a radar station reveals all towns, buildings
and military units in a wide radius from the radar station.

Gaining control of a communications centre reveals all
professional personnel in a similarly wide radius.

Finally, talking to people and securing their help will often
reveal towns, buildings and other people.

THE MAP MODES
The map modes allow you to work with the map in a number
of different ways.

Pressing the fire button will reveal various icons at the
bottom of the screen.

Clicking on one of these will select the mode you want.
Clicking elsewhere on the screen will hide the icons.

There are 5 pairs of alternative modes:
(a) Flat projection or (b) Isometric projection
(a) Sea surface or (b) Sea bed
(a) Physical map or (b) Political map
(a) No journey or (b) Plan journey
(a) Information open or (b) Information closed

In each case, you can have either mode(a) or mode(b) but
never both at once. Consequently, if the map is in mode(a),
only the icon to select mode(b) will appear. If the map is in
mode(b), only the icon to select mode(a) will appear.

FLAT OR ISOMETRIC PROJECTION
[map 1a] SELECT FLAT PROJECTION
When you click on this icon, the map IS displayed
in a flat projection, looking down on the surface
from directly above.

[map 1b] SELECT ISOMETRIC PROJECTION
When you click on this icon, the map displayed in
an isometric projection, looking down on the
surface from an angle.

Political map, plan journey and information open
are impossible in this mode.

SEA SURFACE OR SEA BED
[map 2a] SELECT SEA SURFACE
When you click on this icon, the surface of
the sea IS displayed.

[map 2b] SELECT SEA BED
When you click on this Icon, the surface of
the sea bed IS displayed.

PHYSICAL OR POLITICAL MAP
[map 3a] SELECT PHYSICAL MAP
When you click on this Icon, the physical map IS
displayed, showing all the contours of the surface

Different colours indicate different types of
terrain.

White indicates snowfields.
Green indicates grasslands and alpine meadow.
Yellow indicates beaches and desert.
Blue indicates the sea or the sea bed.

[map 3b] SELECT POLITICAL MAP
When you click on this icon, the political map IS
displayed, showing the territory of each republic
and province in different colours. Provinces with
large ethnic minorities are shown in darker
shades, provinces with small ethnic minorities in
lighter shades.

Provinces under UC control are shown in shades
white.

The province you are in is highlighted by a
mixture of white and the colour of the republic
it belongs to. If the province is already under
UC control it IS shown in pure brilliant white.

Isometric projection, sea bed, plan journey and
information open are Impossible in this mode.

NO JOURNEY OR PLAN JOURNEY
[map 4a] SELECT NO JOURNEY
When you click on this icon, any journey you ha
planned IS cancelled and the white zig-zag line
marking out its route disappears from the map.:

[map 4b] SELECT PLAN JOURNEY
When you click on this icon, you are then able
plan a journey.

You plan a journey by moving the pointer across
the map and pressing the space bar at each point
you want to visit en route. Your planned journey
IS marked out by a white zig-zag line.

If you change your mind, press backspace to
delete the previous section of your journey.

Once you have planned a journey, all you have to
do is return to the 3D real-time action. You will
then travel automatically (auto travel) along the
chosen route without having to touch the controls.

During auto travel, you are normally in full
screen radar mode. Press the radar on/off key to
switch to visual mode.

You can take a break from your journey at any
time by pressing the auto travel on/off key and
you can resume your journey by pressing the key
again.

INFORMATION OPEN OR CLOSED
[map 5a] SELECT INFORMATION OPEN
When you click on this icon, all currently known
province information is displayed on the map. This
includes the locations of forests, towns,
buildings, vehicles and military units.

[map 5b] SELECT INFORMATION CLOSED
When you click on this icon, province information
is removed from the map to give a clearer picture
of the terrain. This includes the locations of
forests, towns, buildings, vehicles and military
units.

Roads and canals remain visible on the physical
map even when information is closed.

AlRLIFTING YOURSELF
During any activity (including looking at the map)
you can press the AIRLIFT SELF key to airlift
yourself to a new location. To do this, you must
have at least one airlift available.

Once you have pressed the AIRLIFT SELF key, the
map will appear. To select a new location, move
the pointer to the chosen spot and press the space
bar. The pin marking your position will be moved
to the new location

If you are not happy with your choice, you can
change the location as many times as you like by
repositioning the pointer and pressing the space
bar. This will not cost you any extra airlifts.

As soon as you select AIRLIFT SELF, you are
committed to the process and you cannot return
to any meeting you might be having with another
person.

The airlift happens as soon as you select another
activity, such as ACTION You are transported
directly to the new location together with
whatever vehicle you are in, at the cost of one
airlift.

The time an airlift takes depends on the distance
travelled.

ASSIGNING FIRE FIGHTING TEAMS
If forest fires break out in the province, you can
extinguish the fires either in person or by assigning
fire fighting teams to put them out.

To assign a fire fighting team you must, of course,
have a one available and you must be looking at
the map.

Move the pointer to the fire you want to
extinguish and press the FIRE FIGHTING TEAM key.
The fire is extinguished immediately at the cost
one fire fighting team.



GOING INTO ACTION

ACCESSING AND LEAVING ACTION
VEHICLE CONTROLS
THE INSTRUMENT PANEL
MESSAGES
THE RADAR
THE ACTION ICONS AND KEYS
LEAVE/ENTER VEHICLE
AUTO TRAVEL ON/OFF
ENTER BUILDING
ASSAULT GROUP
AIRLIFT AMMUNITION
AIRLIFT VEHICLE
AIRLIFT SELF
FIRE FIGHTING TEAM
AIM MISSILE
AIM GUN
MOVEMENT PAPERS
RADAR ON/OFF
USING POWER CELLS
ROADS AND CANALS
FORESTS
BUILDINGS
OTHER VEHICLES
INJURIES
DEFEATING ENEMY UNITS
ENTERING OTHER PROVINCES

ACCESSING AND LEAVING ACTION
you can access action at any time during the game by
pressing F1, the ACTION activity key.

To leave action, you must select another activity, such as
MAP , by pressing another of the activity keys (F1 -F10). If you
are in an appropriate location, you can also leave action by
entering a building (press the ENTER BUILDING KEY).

During action, you move around in real-time through a 3D
landscape either in control of your own personal movements
(if you are on foot) or in control of a vehicle. You will see
hills, valleys, forests, moving water, roads, canals, friendly
and hostile vehicles and a variety of buildings and
installations. If you dive underwater, you will see the rippling
waves above you and the sandy bed of the lake or sea below you.

If you have no vehicle, there are four different ways of
moving through the landscape - on foot, swimming on the
surface, swimming underwater as a frogman or by parachute
if you are careless enough to lose your aircraft in mid-air.

VEHICLE CONTROLS
Your vehicle (or your self on foot) IS controlled by a
combination of the joystick and the cursor keys on the
keyboard.

JOYSTICK
FIRE BUTTON fire weapon (if in vehicle)
Use ECM power cell (if on foot)

LEFT/RIGHT Turn left/right

UP/DOWN Tilt aircraft up/down
Tilt submarine up/down
Tilt self as frogman up/down
Look up/down (other modes of transport)

CURSOR KEYS
LEFT/RIGHT Decrease speed / Increase speed

UP/DOWN Ascend/Descend in VTOL aircraft
Surface/Dive in submarine

MESSAGES
There are a number of possible messages that appear on
your control panel:

VEHICLE IDENTIFICATION What type of vehicle you are
in.

BUILDING IDENTIFICATION What sort of building you are
looking at.

CSR UNIT SURRENDERS Informs you of the retreat
and surrender of a CSR unit.

THE RADAR
The small radar display shows a variety of Items. each colour
coded:

White Your own position
Green Forests
Dark red Buildings and installations
Bright red Enemy ground vehicles
Orange Enemy aircraft
Purple Enemy sea-going vessels and submarines
Yellow Enemy flying subs, amphibious tanks,
and sea-spiders
Blue Friendly assault group vehicles
Neutral vehicles
Immobilised CSR vehicles

The radar display is aligned with your direction of movement,
so that you are always moving vertically up the radar screen.
AS you turn to re-align yourself, the dots on the radar screen
rotate in a similar re-alignment.

THE ACTION ICONS AND KEYS
The 7 action icons correspond to the first seven action keys
on the keyboard. The action icons light up in different
colours to give you a clear indication of what actions are
possible at any moment in time.

LEAVE/ENTER VEHICLE
If you are in a vehicle, you can get out of it at any time by
pressing this key.

If you not in a vehicle already, you can get into a vehicle by
pressing this key. The LEAVE/ENTER VEHICLE icon lights up in
bright green whenever you are able to do this.

To enter a vehicle:-

1) You must be on foot, swimming or a frogman.
2) You must be close to it.
3) You must be looking towards it.
4) It must be a vehicle you have previously abandoned
OR a neutral vehicle
OR an enemy vehicle you have immobilised
OR a vehicle from a friendly assault group

Neutral vehicles will be found plying their way up and down
roads and canals. All the different types of ground vehicle are
found as neutral road vehicles. Along a canal (and
occasionally out into a lake or into the sea), barges are the
only kind of neutral vehicle.

You can immobilize an enemy vehicle by using 1 ECM power
cell.

Providing you are close enough, you can get into vehicles
from your own friendly assault groups at any time, even
aircraft in flight.

In this sort of case, when you press the key, you are in fact
sending a radio message to the driver or pilot, instructing him
to stop and pick you up.

The action, however, flows smoothly on and you find yourself
inside the vehicle immediately - to maintain the pace of the
action, the routine and inconsequential event of the vehicle
stopping and yourself clambering in is deliberately edited out
of the action sequence.

AUTO TRAVEL ON/OFF
If you are travelling across the landscape using auto travel,
you can Interrupt the journey at any time by pressing this key.
You will then take direct control of your vehicle.

YOU can also resume an interrupted auto travel journey at any
time by pressing this key. The AUTO TRAVEL ON/OFF key
lights up in bright green whenever you are able to do this.

An auto travel journey enables you to move across the
landscape under automatic directional control. To set up such
a journey, you must first mark out a route on the map
and then return to action.
You will then drive along that route to your chosen
destination.

During auto travel, you are still able to fire your weapons and
if you are in an aircraft or submarine, to alter your altitude or
depth by using up/down on the cursor keys.

ENTER BUILDING
You can enter a building by pressing this key. The ENTER
BUILDING icon lights up in bright green wherever you are
able to do this. The icon lights up in bright orange by
entering the building, you will use up 1 set of interdiction
papers.

To enter a building:-
1) You must be close to it.
2) You must be looking towards it.
3) You must be stationary.
4) It must be free of enemy interdiction
OR you must have a set of interdiction papers (V1)
5) You can be in a vehicle. If it is an aircraft,
it must be on the ground. When you subsequently
return to action, you find yourself back in your
vehicle.

All buildings are under enemy interdiction if there is a CSR
motorcycle, six-wheeler or armoured car close to your position

ASSAULT GROUP
You can call for the military assistance of one of your friendly
assault groups by pressing this key. The ASSAULT GROUP icon
lights up in bright green whenever you are able to do this.

To call up an ASSAULT GROUP:
1) A CSR military unit must be nearby.
2) You must have an assault group available.
An assault group is available if you have 1
company of troops, 1 crate of ammunition and 1
tonne of fuel in your stocks.

An assault group is a combined operations force. A mixture of
appropriate vehicles will be sent to help you according to
whereabouts you are and what CSR vehicles are in the
vicinity.

The assault group will counter-attack those enemy units close
to your position, greatly enhancing the firepower you in
Person can bring to bear.

Only one assault group at a time can conduct operations. It
will cease operations on any one of the following conditions:-

a) It loses 16 vehicles.
b) You move rapidly out of the area.
c) There are no more enemy vehicles nearby.

AIRLIFT AMMUNITION
You can airlift ammunition directly to your position by
pressing this key. Whenever you are able to do so, the
AIRLIFT AMMUNITION icon lights up in bright green.

To airlift ammunition:-
1) You must be in a vehicle.
2) You must have 1 crate of ammunition, 1 aircraft,
1 tonne of fuel and 1 airlift in your stocks.

Airlifting ammunition will completely re-arm your vehicle.

AIRLIFT VEHICLE
You can airlift a vehicle directly to your position by pressing
this key. Whenever you are able to do so. the AIRLIFT
VEHICLE icon lights up in bright green.

To airlift a vehicle:-
1) You must be on foot, swimming or a frogman.
2) You must have 1 vehicle appropriate to your
current environment in your stocks (for instance
an underwater craft if you are underwater).
3) In addition, you must have 1 aircraft, 1 tonne
of fuel and 1 airlift in your stocks.

If you want to swap vehicles by using an airlift, you must first
get out of the vehicle you are in.

When you are in a vehicle (and therefore cannot airlift
another) and you have sufficient stocks to airlift in another
vehicle, the AIRLIFT VEHICLE icon lights up in bright red to
tell you you could airlift a vehicle if you left your current
vehicle.

AIRLIFT SELF
You can airlift yourself directly to a new position by pressing
this key. Whenever you are able to do so, the AIRLIFT SELF
icon lights up in bright green.

To airlift yourself you must have 1 aircraft, 1 tonne of fuel
and 1 airlift in your stocks.

When you press the AIRLIFT SELF key, you automatically look
at the map to select the new position. To do this, move the
map pointer to your selected location and press the space
bar. The airlift proceeds as soon as you return to action

You can airlift yourself to anywhere in the same province.
You can also airlift yourself directly to any province already
under UC control.

You cannot airlift yourself into a province still under CSR
control. To enter another CSR province you must cross the
border on foot or in a vehicle.

FIRE FIGHTING TEAM
This key is use to assign fire fighting teams to extinguish
forest fires. It can only be used from the map

AIM MISSILE
If your vehicle is equipped with missiles, pressing this key will
select the missile aiming sights (which also light up on the
keyboard).

When you subsequently press the fire button, a homing
missile will be fired (rather than a shell).

AIM GUN
If your vehicle is equipped with a cannon or a gun, pressing
this key will select the gun aiming sights (which also light up
on the keyboard).

When you subsequently press the fire button, a line-of-sight
shell will be fired (rather than a missile).

MOVEMENT PAPERS
If you have a set of movement papers available in your
stocks, pressing this key will set them in operation

Movement papers give you two hours of immunity from
enemy attack providing you don�t open fire yourself in the
meantime!

RADAR ON/OFF
Pressing the key switches the full screen radar on or off. You
can use this facility at any time during the action.

The full screen radar replaces your normal view of the
landscape with a large radar map of the vicinity As well as
giving you long range radar information, time is accelerated
whilst the radar is on, enabling you spend less of your own
real time getting from A to B (but still the same amount of
game time).

Some care should be exercised when using full screen radar
particularly when flying an aircraft - it is quite possible to
Inadvertently crash into the ground.

USING POWER CELLS
When you have no vehicle, you have no weapons either.
However, you may have ECM (Electronic Counter-Measures
power cells. These send out a powerful pulse of
microwave radiation which temporarily
scrambles vehicle control systems and enables you to
immobilise enemy vehicles, Having immobilised an enemy
vehicle, you can get into it and commandeer it.

To immobilise an enemy vehicle:-
1) You must be on foot, swimming or a frogman.
2) You must have 1 power cell in your stocks.
3) You must be fairly close to the vehicle.
4) You must be looking towards it.

ROADS AND CANALS
Roads and canals are routes for neutral vehicles which you
can commandeer. By commandeering a barge, which will
come under enemy attack, and sailing it along a canal, you
can move safely through enemy troop concentrations.

Roads, as you would expect, link town to town. By following
a road you are likely to discover many vital Installations
in close proximity to it.

FORESTS
When you are on foot or in a ground vehicle, forests offer
you cover from under enemy attack. When you plunge into
forest, the enemy lose track of you and will not attack you
again for at least half-an-hour.

Do not try to plunge into a forest that�s on fire - you get
badly Injured.

BUILDINGS
Buildings and Installations, naturally, are obstacles to
movement.

Crashing into a building with a tank or an amphibious tank will demolish the building leaving the vehicle unscathed.

Crashing into a building with an aircraft will destroy both the
building and the aircraft.

Crashing into a building on a motorcycle will wipe out the
motorcycle, leaving the building undamaged.

Colliding with a building in any form of transport results in a
harmless collision which reduces the speed of the vehicle to
zero.

OTHER VEHICLES
Other vehicles can also form obstacles to movement.

Usually, if any two vehicles collide, they will both be
destroyed. There are, however, some exceptions to this
general rule.

A tank, an amphibious tank or a rocket launcher will survive
a collision with anything but a tank, an amphibious tank, a
rocket launcher or an aircraft.

Anything except another motorcycle will survive a collision
with a motorcycle.

INJURIES
You get injured when your vehicle either crashes or is hit by
enemy fire.

If you have emergency medical treatment in your stocks, you
will recover from your injuries in no more than two hours.
This costs you 1 course of treatment which is automatically
debitted.

If you have no emergency medical treatment available, you
will be hospitalised for three days before returning to the
action.

DEFEATING ENEMY UNITS
Each enemy unit has a finite number of vehicles, which you
can find out by looking at the map and using your personal
organiser.

After a certain proportion of these vehicles has been
destroyed or immobilised, the enemy unit will retreat and
surrender. When the unit surrenders, you gain one company
of troops and the surviving vehicles from the unit go into
your stocks.

Whenever an enemy unit retreats, a message to that effect
appears on your control panel.

ENTERING OTHER PROVINCES
You can enter other provinces whenever you like. When you
do so, your mission in you current province is put on hold
and you can resume the mission whenever you choose,
suffering no time penalty - the number of days you have to
pacify the province is based on how many days you
personally spend in the province.

Likewise you can enter other Republics whenever you like.
When you do so, your mission in the Republic is put on hold
and you can resume it whenever you like, suffering no time
penalty - the number of days you have to pacify the Republic
is based on how many days you personally spend there.

You will sometimes need to move into other provinces or
Republics to accumulate resources that you need to fulfill
your original mission but which are unavailable in the original
region.

Of course, when you succeed in a province, you will also
want to move in to another one!

To enter a province under CSR control, you must cross the
border either in person or in a vehicle. To enter a province
already under UC control, you can airlift yourself directly in.

NEGOTIATIONS

MEETING PEOPLE
RECRUITING CITIZENS
MOVING AROUND TOWN
WAITING FOR A PROFESSIONAL
RECRUITING PROFESSIONALS
HEADS, GOVERNORS AND PRESIDENTS
RETURNING TO A MEETING

MEETING PEOPLE
During the course of your Commission, you will meet
numerous people, both ordinary citizens and professional
personnel.

Every single building and installation in the CSR has an
ordinary citizen in charge of it. To meet the citizen, you must
leave the outside action and enter the building. You will then
get the opportunity of recruiting the citizen. If you do so, you
gain control of the building and gain additional resources.

As well as ordinary citizens, there are 665 professional
personnel who you can recruit. Unlike ordinary citizens, the
professionals move from town to town during the course of
their duties. To make contact with them, you must first track
them down.

There are 4 ways of getting clues to a professional�s
whereabouts-

1) Ordinary citizens will tell you about the
movements of professionals who have visited their
town.
2) Gaining control of a Comms Centre will reveal the
location of nearby professionals on the map.
3) Each professional you recruit will tell you the
location of another professional in the province.
The top professional (socially) in the province
will tell you the location of all professionals in
the province.
4) If you recruit a Head of Profession,! a Governor or
a President, you gain the loyalty of all those under
him and their locations will be marked on the map
of the province each loyal professional is in.

When you are in the same building as a professional, you get
the opportunity to meet him and to recruit him. If you recruit
him, you can either accept his often invaluable special help or
you can assign him to one of your professional teams.

RECRUITING CITIZENS
Citizens can be recruited either by barter or by engaging
them in a particular line of conversation and persuading
them of your cause. Barter will cost you resources but loses
YOU no time. Conversation costs you time but loses you no
resources.
Clicking on the appropriate icons enables either course of
action.

[meet1] BARTER
Click on this icon to hand over the
commodities the citizen has asked. You
then recruit the citizen and take control
of the building.

This icon only appears if you have the
right commodities in your stocks

THE PERSUASION ICONS

There are eight ways in which you can try to persuade a
citizen. Only two of them will actually succeed.

If you select a successful means of persuasion you will recruit
the citizen and gain control of the building.

If you select an incorrect approach, the available choice
reduces by one.

Each time you try a different means of persuasion takes one
hour of game time.

(i) THE CHARMING APPROACH
(ii) THE BEGGING OF HELP
(iii) THE MESMERIC APPROACH
(V) THE USE OF TRICKERY
(Vi) THE THREAT OF VIOLENCE
(vii) THE PLEDGE OF LOYALTY
(viii) THE DISCIPLINED APPROACH
(ix) THE PEACEFUL APPROACH

[meet2]TALK TO THE CITIZEN
Click on this icon to engage the citizen in general
conversation.

By getting to know the person better, a number of
the PERSUADE options, representing incorrect
possibilities, will disappear. Your chances of
choosing a successful means of persuasion are
improved.

Talking takes 15 minutes the first time you talk
to the person, 30 minutes the next, then 45
minutes and so on.

If you persevere long enough, talking to the person will
eliminate all the incorrect possibilities and you will recruit
the citizen immediately.

MOVING AROUND TOWN
In a town, you can move freely from building to building
-without having to return to the action. To do this, simply
click on the door-knocker icon shown below.

[meet3] MOVE AROUND TOWN
When you click on this, a display depicting the
town appears. The display contains an icon for
each building in the town.

Moving the pointer over the icon will reveal details
of the building. Clicking on the icon moves you
inside the building.

If there is a professional in town, you will want to
use this option to find out what building he is in.

WAITING FOR A PROFESSIONAL
If a professional is due to arrive in town in some hours time,
the clock icon appears.

[meet4] WAIT POR PROFESSIONAL
When you click on this, time moves on until the
next professional arrives in town. You will then get
the opportunity to meet him.

RECRUITING PROFESSIONALS
If there is a professional in the same building as yourself, a
MEET PROFESSIONAL icon appears. To meet the professional,
you must click on this icon.

[meet5] MEET PROFESSIONNAL
When you click on this icon, a special display
appears. At the top right IS a portrait of the
person. At the bottom left is his own personal
badge.

The text at the top of the screen explains who he
knows. If you recruit him, you will be told the
location of this person. The text also explains what
special help he will give you if you recruit him.

The text at the bottom of the screen explains what
he needs from you if he is to help you. If you can
provide what he is asking for, you will be able to
recruit him.

If you have already gained the loyalty of a
professional by recruiting one of his superiors, he
will ask for nothing and simply offer his Immediate
help.

When meeting a professional, the icons are:-

[meet5] MEET PROFESSIONAL
This appears if there is another professional in the
same building. Click on this to meet him instead.

[meet2] MEET CITIZEN
Click on this if you want to meet the ordinary
citizen in charge of the building again.

[meet3] MOVE AROUND TOWN
Click on this if you want to move around town.

[meet 6] ACCEPT SPECIAL HELP
This icon only appears if you are able to recruit the
professional.

As soon as you click on it, the bargain is sealed
and you accept his special help.

[meet 7] ASSIGN TO A TEAM
This icon only appears if you are able to recruit the
professional.

-As soon as you click on it, the bargain is sealed
and the professional joins the staff of your
professional teams.

Heads of Profession, Governors and Presidents
cannot be assigned to teams and in their case this
icon never appears.

PROFESSIONAL BADGES
Each professional has his own personal badge. The colour of
the badge is the colour of his nation and his native Republic.
The upper symbol is the symbol of his profession and the
lower symbol is the symbol of his faction. The Roman
numeral also indicates his faction.

All the 8 members of a professional group wear the same
badge - they are of the same profession in the same faction
of the same nation.

HEADS, GOVERNORS AND PRESIDENTS
Heads of Profession, Governors and Presidents are powerful
people who will make considerable demands of you in return
for their help.

Unlike other professionals, who will automatically join the
staff of your professional teams if you gain control of their
province, Heads of Profession, Governors and Presidents
make no such automatic commitment.

If you fail to recruit them in person you forego their help,
even when you gain control of the province they are in.

RETURNING TO A MEETING
Sometimes, you may want to interrupt a meeting to look at
the map, to check on your stocks or to check on your aims
and current achievements.

If you do SO , you can always return to the same meeting
by pressing the MEETING activity key (F7).

If you have returned to the action or airlifted yourself
somewhere in the meantime, you can no longer return to the
meeting in this way. You have to physically get back to the
building.

OPERATIONAL DATA

DEALING WITH DATA
NATIONS
TEAMS
STOCKS
AIMS
PEOPLE MET
SAVE, LOAD AND RESTART


DEALING WITH DATA
All the data about your current situation is available at the
touch of an activity key at any time during the game.
Likewise, you can return to the action or to a meeting by
pressing the action or meeting key.

Where there IS more than 1 screenful of data to be viewed a
simple click of the fire button will access the next screen.

NATIONS
The Nations display enables you to check which professionals
you have recruited, which remain to be recruited and which
are deceased.

There are 5 screens, one for each nation. Each nation�s
professionals appear on a parade ground.

[nat1] The blue silhouette represents a professional still to
be recruited.
[nat2] A human figure represents a professional you have
recruited.
[nat3] A coffin represents a professional who has been
killed.

At the start of your Commission, the parade ground is full of
the silhouettes of professionals you have not yet recruited
but as time goes on, the parade ground fills up with human
figures as you recruit more and more professionals.

The position of a figure on the parade ground corresponds to
his rank, his professional group and his faction.

The President stands on the podium.

Behind him stand the 4 Governors, each at the head of their
faction (whose Roman numeral is chalked on the paving
stones).

In each faction stand four columns, corresponding to the
professional groups.

The Head of Profession stands at the head of the column
with the other members of the group behind him in rank
order. A medical group, for instance, would be ranked the
Professor, a Surgeon, 2 Doctors, 3 Nurses and 1 Medical
Coordinator.

To check on the next nation, press the fire button.

TEAMS
The Teams display has two screens which help you to keep
track of your human resources.
The first screen shows how many teams of each profession
you have at your disposal.

The second screen shows the remaining team staff. These are
professionals who cannot be formed into a team because
there IS not the correct combination of personnel available in
that profession.

This screen enables you to work out exactly what persons
you need to make up a fresh team. Nationality IS taken into
account here because a team of mixed ethnic origin needs a
Coordinator to function properly.

To switch between these two screens, press the fire button.

STOCKS
The Stocks display has three screens which help you keep
track of your material resources

The first screen shows the Commodities at your disposal:
gold, diamonds, food, wine, goods, tools, medication and
clothing.

The second screen shows Transport and Munitions at your
disposal: ground vehicles, sea-going vessels, underwater
craft, aircraft, fuel, ammunition, movement papers and
interdiction papers.

The third screen shows the Sundries at your disposal:
emergency medical treatment, fire fighting teams, power
cells, extra time you have gained, companies of troops and
airlifts.

To switch between these screens, press the fire button.

AIMS
The Aims display enables you to check on your aims within
the province and keep track of your progress in achieving
them. There are six screens in the Aims display.

The Headlines screen gives the background to your mission
of peace in the province.

The Building Programme screen tells you what buildings you
must provide to succeed in the province

The Demolition Programme screen tells you what buildings
you must provide to succeed in the province.

The Pacification Programme screen tells you how many CSR
units you must eliminate to succeed in the province.

The Ethnic Harmony Programme screen tells you how many
votes from each community you need to succeed in the
province.

Finally, the Resources screen tells you what additional
resources you will be given by the grateful population if you
do succeed in all your aims and the province puts itself under
UC control. This screen also records the dwindling of these
resources if forest fires spread throughout the province.

To switch between these screens, press the fire button.

PEOPLE MET
The People Meet display allows you to keep track of
professional demands in the province you are in.

There is a screen for each professional you have met in the
province but not yet recruited. It displays the person�s portrait
together with what help he can offer and what demands he
is making in return - a useful reminder if you are trying to
gather together the necessary resources to recruit him.

To switch to the next professional you have met, press the
fire button.

SAVE, LOAD AND RESTART
These options are more or less self-explanatory.
By choosing the Save option, you can save all your game data
and resume play at a later date. If you wish, you can continue
play after using this option.

By choosing the Load option, you can load a previously saved
game and continue from where you left off.

By choosing the Restart option, you can start a fresh game. If
you are running the game from floppy disk, you should have
a blank formatted disk available.

Both Load and Restart will delete your current game.

ACHIEVING YOUR AIMS

WAYS TO SUCCEED
RADAR STATIONS
LIMITLESS SUPPLIES
COMMUNICATION CENTRES
THE SOCIAL NETWORK
PRESIDENTS AND GOVERNORS
SUCCESS BREEDS SUCCESS

WAYS TO SUCCEED
There are two ways of achieving most of your aims within a
province.

Your Building Programme aims can be fulfilled either by
gaining control of the relevant buildings in person or by
securing the help of professionals who will build them for
you.

Your Demolition Programme aims can be fulfilled either by
demolishing the relevant buildings in person or by securing
the help of professionals who will demolish them for you.
Your Pacification Programme aims can be fulfilled either by
forcing the surrender of CSR units through your own direct
military action or by securing the help of professionals who
will recruit CSR units to your side.

In all these cases, there is a direct approach involving your
own personal actions and an indirect approach using the
help of others.

Only with the Ethnic Harmony Programme are you forced to
seek the help of others in securing the appropriate ethnic
votes.

To gain control of buildings, to demolish buildings and to
engage in military action against CSR units in person will
require some use of resources held in your stocks but not
vast amounts. However, it will certainly cost you valuable
time.

Securing the help of professionals will enable you to fulfill
your aims much more quickly but professional help is often
expensive in terms of material resources and professional
teams.

Careful husbanding and allocation of your human and
material resources is a key factor in your ultimate success.

RADAR STATIONS
When you first enter a province, it is wise to gain control of
radar stations. These are always marked on you map and
when you capture them, all nearby towns and CSR units will
be marked on your map.
Armed with this extra information, you can then plan out the
rest of your mission.

LIMITLESS SUPPLIES
Atop priority will be gaining control of those buildings and
installations which offer you limitless supplies of resources
within the province.

A factory offers limitless supplies of vehicles. A refinery with
a well-head offers limitless supplies of fuel. A processing
plant with a pump-head offers limitless supplies of food. A
vault offers limitless supplies of gold. A fort with a mine
offers limitless supplies of ammunition.

Many of these installations will be found close to roads.
With limitless supplies at your disposal, recruiting high-
ranking professionals becomes much less costly in terms of
resources.

COMMUNICATION CENTRES
Once you have secured adequate resources in the province,
you will want to start recruiting professionals.

Gaining control of Comms Centres marks on the map the
location of all professionals currently in the area, enabling
you to make rapid contact with them.

THE SOCIAL NETWORK
When you recruit a professional, he will always tell you the
location of another professional higher on the social circuit.
Eventually, following the pathway of social contacts will lead
you to the person at the top of the social circuit who will
reveal the location of every professional in the province. This
IS the best way of locating the often reclusive Presidents and
Governors.

You can then pick and choose which professionals to recruit.
You will not need to recruit all the professionals in a province
and it IS not wise to try to - when you succeed in the
province, the remaining lower-ranking professionals
automatically join the staff of your professional teams in any
case.

PRESIDENTS AND GOVERNORS
Presidents can give you the loyalty of 132 other professionals,
scattered throughout the CSR. Governors can give you the
loyalty of 32 other similarly scattered professionals.
Therefore, recruiting Presidents or Governors gives a
tremendous boost to your chances of success in other
provinces. All the professionals in a nation or in a faction will
be loyal to you and give you their help as soon as you meet
them, at no cost in resources.

However, you must recruit Presidents or Governors before
you gain control of the province they are in, They do not
automatically join you if you succeed.

This can mean deliberately delaying your success in a
province or even in a Republic so that you can locate the
President or Governor and gather sufficient resources to
recruit him.

SUCCESS BREEDS SUCCESS
When you succeed in a province, the grateful population
provide you with extra resources and the
remaining professionals join the staff of your teams - you
gain additional human and material resources. This boosts
your chances of success in the next province.

When you succeed in a Republic, all the remaining provinces
put themselves under UC control and you gain additional
human and material resources from each. This gives a
massive boost to your chances of success in the next Republic
and in the whole of the CSR.

As your successes mount, further successes come more
quickly and more easily.


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