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PC-SIG: World of Games
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PC-SIG World of Games (CDRM1080710) (1993).iso
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PRINCE.HLP
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Text File
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1988-09-09
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7KB
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149 lines
Type a topic number, name or other key word to search for. When
it's found, hit TAB for next occurrence, or scroll thru lines of
text: hit RETURN to scroll down, BACKSP to scroll up (hit ESC to
quit scrolling). At "Topic" box, hitting RETURN exits Help.
Main Topics 2) INPUT FIELDS 4) CALCULATIONS
1) SCREEN 3) RESULT FIELDS 5) COMMANDS
1) SCREEN
Procedure
Enter desired amounts in INPUT fields (above the bar)
Press RETURN each time you want to see recalculated
RESULTS (below the bar) based on these inputs.
When satisfied, move cursor to COMMAND field (see COMMANDS)
and press RETURN for results of the decisions made here.
Layout
Above the bar: Data-entry fields (INPUT FIELDS).
Below the bar: Display-only fields (RESULT FIELDS).
Inside the bar
'Command' : For entry of commands (see COMMANDS section).
Dialog Box: When a command is entered, box opens up.
Year : Current year, with 'Royal Council' message.
Moving between fields
TAB Key : Moves to next field in sequence.
BACKTAB : (Shift-TAB) moves to previous field.
U & D Arr: Moves to field just above or below.
HOME Key : Moves to the upper left-hand field.
Editing within a field
R Arrow: Moves the cursor right one space at a time.
At right end of field, cursor will tab to next field.
L Arrow: Moves left one space if cursor is not in Col 1;
Otherwise, it will tab to the previous field.
ESC Key: Moves cursor back to Col 1.
BACKSP : "Destructive." Deletes character to the left.
DEL Key: Deletes character under the cursor.
^Y : Deletes all to the right of cursor position.
INS Key: Toggles between Insert and Overwrite modes.
Equivalent keys
Arrows : "Wordstar diamond." L,R,U,D = ^S,^D,^E,^X
TABS : TAB,BACKTAB = ^R Arrow,^L Arrow
INS Key: ^V
DEL Key: ^G
Status line ( line #24 )
'Field' : Shows sequence-number of current field.
'Col' : Shows cursor's position in current field.
'Overwrite'/
'Insert': Shows current editing mode.
'CAPS' : When lit, shows CAPS LOCK is on.
'NUMS' : Same for NUM LOCK.
Rt side : (Col 45-80) Various error and help messages.
//
2) INPUT FIELDS
PLANT (Crops): Acres to cultivate.
Each acre requires three bushels of grain for seed.
One farmer can plant two acres.
BUILD (Canals): Acres to build irrigation facilities on.
Construction for each acre requires four men.
STORE (Grain): Bushels to save for next year.
TRADE (Grain): Bushels to buy or sell.
Positive number is a purchase; negative, a sale
Every 1000 bushels requires two men to transport it.
RECRUIT: Number of men to train for next year's army.
It costs three talents to train each recruit.
MOBILIZE: Number of troops sent for war or reconnaisance.
It costs two talents per soldier mobilized.
These troops will not be available to fight invaders.
(See COMMANDS for giving them their orders).
//
3) RESULT FIELDS
SUBJECTS: Total population for the current year.
FARMERS: Manpower available for planting and building.
SOLDIERS: Number of troops available to fight invasion.
LAND: Total land for the current year.
TO PLANT: Maximum acreage that can be cultivated.
IRRIGATED: Acres for which irrigation canals have been built.
GRAIN: Bushels of grain left for feeding the populace.
SEED: Bushels of grain used for seed.
PER CAP: Size of an individual's allocation of grain to eat.
GOLD: Balance of gold in treasury after expenses and trade.
EXPENSES: Costs of military recruiting and campaigning.
PRICE: Trading price of grain for current year.
//
4) CALCULATIONS
(How RESULTS are related to INPUTS)
FARMERS:
Total population (SUBJECTS)
Minus military (RECRUIT, SOLDIERS, MOBILIZE)
Minus manpower demanded by BUILD and TRADE
SOLDIERS:
Opening quantity
Minus MOBILIZEd troops
TO PLANT:
Two acres for every FARMER, or
Acres of LAND currently held,
whichever is less.
IRRIGATED:
Opening quantity
Plus number of acres entered in BUILD
GRAIN:
Opening quantity
Minus SEED
Minus or plus (as shown) amount in TRADE
Minus amount in STORE
SEED:
Three times amount entered in PLANT
PER CAP:
GRAIN divided by SUBJECTS. If this is below 10, people will
starve, increasing the chance of riots and stolen grain.
GOLD:
Opening quantity
Minus EXPENSES
Plus or minus (as shown) the amount TRADE times PRICE
EXPENSES:
Three times RECRUIT
Plus two times MOBILIZE
PRICE:
Fixed for the duration of each year.
//
5) COMMANDS
'Command: ' (Single-character commands)
RET: Closes current Royal Council and enacts its decisions.
/ : Opens dialog box for orders to MOBILIZEd troops.
Also opens if troops are MOBILIZEd when Council closes.
? : Calls up the Help facility.
Q : Quits the game. Will double-check with you.
'Orders: ' (Dialog box)
Usage:
ATTACK and SCOUT must be given with a direction, i.e.,
NORTH,SOUTH,EAST and WEST. N,S,E,W may also be used.
ATTACK:
Number of troops entered in MOBILIZE will fight the
country lying in the specified direction. Gains, losses
and other information will be reported.
SCOUT: (also RECON)
Reconnaissance by soldiers MOBILIZEd in given direction.
They will report estimated troop strengths,
approximate size and wealth of the domain, and
apparent hostility (i.e., likelihood of attack).
Accuracy of report improves with number of soldiers sent;
this holds true up to about 100 troops sent.
Results of reconnaisance is stored and can be called up
by the REVIEW command.
REVIEW: (also REV)
Will show a table summarizing reconnaisance done so far.
Remember that neighboring countries are "live" -- their
wealth and population fluctuates according to much the
same rules as your own country. Troops increase according
to population and hostility-factor. Land changes according
to the success of their invasions.