Global Domination from Impressions

The Ultimate Multi-Player Conquest Simulation


DOCS : Typed by Dentist Zzzombie [QQZX]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



USER MANUAL


Introduction
~~~~~~~~~~~~
In the near-future, five superpowers will fight for complete control of the
planet. Each leader will use their skills in resource management, military
tacticts, espionage and diplomacy to turn the global situation to their
advantage. Minor governments will fall as the superpowers expand their
borders towards the swirn enemies. A final peace will only exist when four
leaders have been eliminated, and one stands alone.

You are one of these five leaders, and this war is about to begin. Your
opponents are some of the most skilled and devious rulers that history has
ever known, brought to life in the future using sophisticated DNA retrieval
and cloning techniques. Against the toughest opposition imaginble, you
must struggle to achieve nothing less than GLOBAL DOMINATION.

Opponents
~~~~~~~~~
Julius Caesar, General Custer, Genghis Khan, Henry V, Adolf Hitler,
Adbraham Lincoln, Napoleon, Queen Victoria, and Caveman. You can only play
against four of these opponents at a time. Each leader has his own style
of leadership, strong points, and weaknesses, which becomes clear in
strategic styles and diplomatic methods.

Overview
~~~~~~~~
The world is divided into territories. Your goal is to conquer all of
them. Territories provide you with resources (money) you need to use to
keep fighting, build new armies, etc. Defending your territories and
conquering enemy territories is the key to winning the game.

There are three levels of complexity to play this game:

Simple - you fight by building and moving armies. You build armies with
ten types of fighting units, from infantry soldiers to combat jets; a key
to success is finding the best army structure to beat the enemy's armies.

Reduced - with this complexity you can also use Diplomacy to ally yourself
with like-minded enemies. You also can create a Intelligence bureau which
will gather information on each enemy, and assemble special forces which
can perform covert operations in anyone's territories.

Full - conflicts between armies take place over months (instead of being
resolved instantly), which lets you retreat from losing fights. You can
also choose to fight a conflict as a Satellite battle, where you give
tactical orders to individual fighting units on a scrolling "satellite"
battle map.

The game proceeds in turns, where each player is allowed to make their
moves for the current month (thus each turn contains two to five months,
one for each player - plus an additional turn for revolutionary forces).
During your game turn you can build armies, move them, and deploy special
forces. All other tasks can be performed at any time.

Interface
~~~~~~~~~
Click, left-click, press, or select mean to use the left mouse button.

To exit most screens, use the right mouse button.

Gray-and-red square buttons in the interface toggle options on and off, or
select an options and exit the current panel.

Up and down arrow icons are used to raise and lower a particular game
setting or scroll up and down a list of possible options.

On certain panels you will find large "checkmark" and "X" buttons. These
are used to represent "Yes" and "No" options.

Warning messages can be cleared using the left mouse button.

Main Screen Layout
~~~~~~~~~~~~~~~~~~
The top left window is the main Playing Area. It displays the maps and
lets you manipulate them.

At the right side of the screen going down are two rows of buttons, called
the Icon Bar. There are fourteen Icons, each with a different command
associated with them.

At the bottom left is the Message Bar. You can change the message bar
height using the arrow buttons on the left side of the Message Bar. Here
is where messages about what is going on are displayed. Purple messages
refer to countries in revolt. You can scroll up and down through the
message bar by clicking within the top and bottom edges of the message bar.
(Note - you cannot change the message bar height when displaying the World
Map).

General Icons
~~~~~~~~~~~~~
The "i" Options - lets you restart games, load games, save,
exit to DOS, etc.

Globe icon Map Control - switches your map view.

Satellite view icon Satellite - Display map in satellite view.

Three stars icon Military - Access military screen display, reports
current conflicts, and lets you choose
which conflicts are watched, hidden, or
turned into satellite battles.

Balance scales icon Logistics - Access the screen which controls the
spending of resources and the composition
of future armies.

Shaking hands icon Diplomacy - Access screen where you can make
diplomatic relations, establish treaties,
or attempt to destabilize enemies.

Intelligence eyes icon Intelligence - Access intelligence information and
how intelligence resources are spent.

Book icon History - Access records of history of the war.

THE NEXT FEW ICONS HERE CHANGE DEPENDING ON WHAT MAP YOU DISPLAY, ETC.

Thinking man icon End turn - ends the current turn. (This icon
is replaced during a satellite battle).

bottom right last icon Pause - pause and unpause the game.

World Icons
~~~~~~~~~~~
WHEN WORLD MAP IS DISPLAYED
Land icon Geography - orders the world map to display the
geography info on all terriories.

Empire land icon Empire - display borders of the five leaders and
relative sizes.

Tank icon Conflict - shows how many times each territory has
been attacked, captured, or occupied.

Fist icon Unrest - unrest ratings for each territory (ie
potential for revolution).

Territory Icons
~~~~~~~~~~~~~~~
WHEN TERRITORY MAP IS DIPLAYED
Land icon Move army - lets you move armies.

Empire land icon Place army - lets you place new armies.

Tank icon Raise unrest - lets you deploy special forces to
raise unrest (raise chance of revolt).

Fist icon Lower Unrest - lets you deploy special forces to
lower unrest (lower chance of revolt).

Satellite Icons
~~~~~~~~~~~~~~~
WHEN SATELLITE MAP IS DISPLAYED
Arrow right icon Move unit - lets you create movement paths

Arrow left and right Patrol unit - lets you create patrol paths for your
fighting units.

Target icon Air artillery - lets you choose a target for one of
your artillery units.

Associate icon(?) Associate units - lets you order several units to
duplicate the actions of a single unit.

Map view icon Overview map - lets you view the entire satellite
map at once and ends the satellite battle.

Starting a Game
~~~~~~~~~~~~~~~
Play Our World Play new game with Earth as the game map.

Play New World Play game with world created by the World
Creation Screen.

Create New World Make a new world from scratch.

Skirmish Practice a satellite battle.

Load Game

Multiple Players Up to four other human players.

Choose New Name Lets you choose a new name in your game.

Skill Level Beginner, Easy, Standard, Hard, Expert

Complexity Simple, Reduced, Full

Revolutions None, few, normal, many. Revolting territories
act as "roadblocks". You can't move through them.

Modem Play Modem or serial link.


Player Selection Screen
~~~~~~~~~~~~~~~~~~~~~~~
You select yourself and four other players. Human players, connected human
player, other leaders, and the "?" mark will select a random leader. If
you do not choose any human players, the game will go into DEMO mode.

World Creations Screen
~~~~~~~~~~~~~~~~~~~~~~
You can create three types of worlds: Balanced Landmass, Many Islands, and
Large Continent. There is a window percentage which shows the progress of
the world creation.

Army Sizes Possible # of Units
~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~
Very Small 1-9

Small 10-19

Medium 20-29

Large 30-39

Very Large 40+

Army Types
~~~~~~~~~~
1: small offensive army
2: small defensive army
3: medium offensive army
4: medium defensive army
5: large offensive army
6: large defensive army

Fighting Units
~~~~~~~~~~~~~~
There are ten types of fighting units, each unit has different strengths
and weaknesses when pitted against each unit type:

Infantry
mobile infantry
air-mobile infantry
light and heavy armor (tanks)
light and heavy artillery
air defense
combat aircraft
strike aircraft

Diplomacy
~~~~~~~~~
Alliance - treaties where enemies agree not to attack each other.
Pacts - an alliance plus you agree to gang up on a common enemy and attack
them.
You can choose with whom you'd like to have diplomatic relations and for
how long.

Intelligence
~~~~~~~~~~~~
Each section has a percentage rating hat measures how Complete your
intelligence is for that enemy. This completeness rating determines what
kinds of information you can access on a particular enemy.

Info panel (TERRITORIES): depending on the completeness rating for a leader,
the unrest ratings for his territories will be at one of four levels of
detail:

Completeness Unrest Information
0% nothing
1-19% nothing/some
20-39% none/less than 50%/more than 50%
40-100% exact percentage

Info panel (ARMIES):

Completeness Army Information
1-9% nothing
10-29% number of units in army
30-39% number of units in army, morale,
obsolescence
50-100% exact composition

World Map:

Completeness Unrest Information
0% dark green = unknown
1-39% dark green = none
light blue = some
40-100% dark green = none
green = low
bright green = high

Leader Report:


Completeness Information ADDED to Report
0-4% nothing
5-14% is leader stable, unstable,
deranged?
15-19% chance of destabilizing leader
20-24% mood of leader
25-29% amount on intelligence he has
gathered on you
30-39% stored resources
40-49% unused special forces units
50-100% treaties with other enemies

Stability: stable, unstable, deranged
Mood: aggressive, defensive, expansionist (go after neutrals),
desperate (stockpile resources), vengeful (go after one person)
Chance of Madness: madness (gaga), paranoid (ultra-defensive),
fanatical (ultra-offensive).

Special Forces
~~~~~~~~~~~~~~
Special forces are used to raise/lower unrest and to destabilize other
leaders. You can have up to 20 total special forces units. Your ability
to use special forces on an enemy depends on how much intelligence you
have on that enemy. Deploying one unit of special forces for raising
unrest will raise unrest on that territory by 5% plus the amount of
intelligence you have on that enemy. If you have 35% intelligence on an
enemy, a unit of special forces could raise unrest by 40%.
It takes 5 special forces to destabilize a leader. You chance of success
depends on your intelligence on that leader. If you have 50% intelligence,
then you have a 50% chance of being successful. A successful
destabilization will raise the leader's chance of madness by 15%; if it
goes above 99% the leader will become deranged.

Satellite Battles
~~~~~~~~~~~~~~~~~
You can only fight one satellite battle at a time. You cannot resume other
aspects of the game until that satellite battle is resolved.
In a battle, the attacker's goal is to destroy the enemy's Command
Headquarters (icon looks like a base). The defender's goal is to defend
the Command Headquarters until the attacker runs out of supplies or units,
while attacking the enemy's Supply Bases (looks like a depot icon). A clock
measures how long the attacker's supplies will last. If it reaches zero
and the Command Headquarters is not destroyed, the defender wins the
battle. Destroying a supply base takes more time off of the clock.

Terrain: sea inaccessible (aircraft are unaffected by terrain)
woods accessible only to infantry
city, hills, farmland, scrub, grassland - effect speeds of
movement differently.
road - fastest terrain for all land based units

Satellite battle is really cool... I suggest you practice a few battles
before using this in a real game.

Unit Characteristics
~~~~~~~~~~~~~~~~~~~~
INFANTRY (guy)
Cost: 1
Chance of Success:
Low: any armor type
Medium: any infantry type
High: any artillery, aircraft & aircraft defense, and
installation
First Attack in Turn:
1: -
2: -
3: any infantry, armor, artillery
4: any aircraft & air defense
Movement Speed:
Very Slow: woods
Slow: city, hills, scrub, farm, grass
Medium: road

MECHANIZED INFANTRY (Truck)
Cost: 2
Chance of Success:
Low: any armor type
Medium: any infantry type
High: any artillery, aircraft & air defence, any installation
First Attack in Turn:
1: -
2: any infantry, armor; light artillery
3: heavy artillery; any aircraft & air defense
Movement Speed:
Slow: city, hills
Medium: scrub, farm, grass
Fast: roads
None: woods

AIR MOILE INFANTRY (Helicopter)
Cost: 3
Chance of Success:
Low: any armor
Medium: any artillery
High: any artillery, aircraft & defense, any installation
First Attack in Turn:
1: any infantry, armor, artillery
2: -
3: any aircraft & air defense
Movement Speed:
Fast: all terrain

LIGHT ARMOR (Small van)
Cost: 3
Chance of Success:
Low: heavy armor
Medium: light armor
High: any infantry, artillery, aircraft and installation
First Attack in Turn:
1: infantry, mech infantry, armor
2: air mobile infantry; artillery
3: aircraft & air defense
Movement Speed:
Slow: city, hills
Medium: scrub, farm, grass
Fast: road
None: woods

HEAVY ARMOR (Tank)
Cost: 4
Chance of Success:
Low: -
Medium: armor
High: infantry, artillery, aircraft & air defense, installation
First Attack in Turn:
1: -
2: infantry, mech infantry, armor
3: air mobile infantry, artillery
4: aircraft & air defense
Movement Speed:
Slow: city, hills
Medium: scrub, farm, road, grass
None: woods

LIGHT ARTILLERY (Small cannon [two barrels])
Cost: 2
Chance of Success:
Low: -
Medium: all types, installation
High: -
First Attack in Turn:
1: infantry, mech infantry, armor
2: air mobile infantry, any rtillery, aircraft & air defense
Movement Speed:
Slow: city, hills, scrub, farm, grass
Medium: road
None: woods

HEAVY ARTILLERY (Large cannon [one barrel])
Cost: 3
Chance of Success:
Low: armor
Medium: infantry, artillery, aircraft & air defense, installations
High: -
First Attack in Turn:
1: all types
Movement Speed:
Slow: city, hills, scrub, farm, grass
Medium: road
None: woods

AIR DEFENSE (Truck with missiles)
Cost: 1
Chance of Success:
Low: -
Medium: air interceptor
High: air mobile infantry, air ground strike
None: infantry, mech infantry, armor, artillery, air defense,
any installation
First Attack in Turn:
1: air mobile infantry; air interceptor, air ground strike
Never: infantry, mech infrantry, air defense, any armor, any
artillery
Movement Speed:
Slow: city, hills, scrub
Medium: farm, road, grass
None: woods

AIR COMBAT INTERCEPTOR (Dual exhaust jet [sorta like a F-15])
Cost: 5
Chance of Success:
Low: infantry
Medium: air interceptor
High: air mobile infantry, air ground strike, any installation
None: mech infantry, air defense, any armor, any artillery
First Attack in Turn:
1: infantry, air mobile infantry, air interceptor, air ground
strike
Never: mech infantry, air defense, any armor, any artillery
Movement Speed:
Very Fast: all terrain

AIR GROUND STRIKE (Mirage jet)
Cost: 5
Chance of Success:
Low: air interceptor
Medium: infantry, air ground strike
High: mech infantry, air mobile infantry, air defense, any armor,
any artillery, any installation
First Attack in Turn:
1: all types
Movement Speed:
Fast: all terrain


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AmigA FiXxd bY Yokohomo-SAN! Fuckings to SoREHEdD
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