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balofpow.doc
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Balance of Power page 1
BALANCE OF POWER
BY CHRIS CRAWFORD FROM MINDSCAPE
Starting Play (Tutorial)
Click on B.PRG then follow the screen instructions and begin the
game. After the game begins you will see the world map. Each
country is shaded to reflect the occurrence of major events within
that country. Since you are playing as the President of the U.S.
"Pull Down" the menu labeled USA. The first item is Diplomatic
Relationships. Choose this item; the computer will shade each of
the world countries to show their diplomatic relationships with
the United States. If you look at Nicaragua (the middle country of
the three Central American Countries) you will note that the
shading indicates a cool, or hostile, relationship with the USA.
You'll show them! Place the cursor on Nicaragua and click the
mouse button. The country will turn black and its name will appear
at the top of the screen. You have selected Nicaragua for further
consideration. "Pull Down" the menu labeled MAKE POLICIES. This
menu is used to make decisions about the world. Select Aid to
insurgents. A policy option window will appear with selections
ranging from no aid to a very high level of aid. Select the
highest possible level of aid and click in the Enact button. You
have just issued a presidental order your shipping lots of weapons
to the Contras. (Note that not all options may be available in a
given situation). Any invalid choices will be "greyed out" and
thus, in active. The reasons will be explained later on. Say that
this is all you want to do for this turn. "Pull Down" the game
menu and select next turn. The computer will calculate the state
of the world for one year (this may take as long as a minute). The
computer now takes on the role of your adversary. If the Soviet
Union takes exception to your arms shipment, it may start a crisis
over it. In a crisis you always have two options: escalate or
breakdown. Each time you escalate you bring the world closer to
the brink of war. If either side escalates beyond DefCon 4, an
accidental nuclear war may start. If either side goes to DefCon 1
a nuclear war is certain. (DefCon is short for Defense Condition,
a term which is used to indicate a state of military preparedness.
The lower the DefCon number, the closer a country is to a actually
activating its forces). In either case, both sides lose. On the
other hand , each time you back down, you lose international
prestige, without which you cannot win the game. Your task
requiring strategy and forsight. When all crises are resolved and
the computer has calculated the eveents of the year, the calendar
will be advanced one year and the scores will be updated. If you
have done well, your geopolitical prestige has fallen, you are
losing. The gane continues for eight years. If at the end of that
term, you and your opponent have managed to avoid a nuclear
confrontation, the side with the highest prestige score wins.
This is just the briefest of introductios to Balance Of Power. There
are many other options available from the menus that will give you
more information on the state ot the world. Weakon your enemies
and streng - then your friends - that's all it takes. You may want
to play around for a while and then read the Beginner Level
section be for attempting you first real game.
A. Beginner Level
1.) GOAL Your goal in this game is to increase your
geopolitical prestige and weakon the geopolitical prestige
of the Soviet Union.
2.) OVERALL APPROACH How do you get a country to like you?
There are two ways: you can do nice things for it in a effort
to convince it to like you or you can try to overthrow its
current government.
3.) MENUS AVAILABLE IN THIS LEVEL Offensive Strategy
a.) Insurgency - the fourth entry on the countries menu
which presents the level of insurgency for each country
of the world.
b.) Aid to insurgents.
c.) Intervene for rebels.
d.) Make policies.
Defensive Strategy
a.) Aid to government.
b.) Intervene for government.
End of Game
The game ends if either side goes to DefCon 1 in a crisis. It
can also end in an accidental nuclear war during a military crisis.
If you manage to avoid both fates, then the game ends in the year
1994. Some Hints On Play Although there is a great deal of
information available in the game, most of it is unimportant in
the Beginner Level game. You really do not need to consider the
state of countries that are quiet. There are really only two
crucial questions to ask each turn: "Who's having an internal war?"
and "What are the Soviets up to?" You answer the first question by
checking the Insurgency map from the Counties menu. A civil war
should immediately attract your attention. A guerrilla war is less
interesting but still laden with opportunity or vulnerability. You
answer the second question, "What are the Soviets up to", by
consulting the USSR Actions item on the Events menu. This will list
every policy action taken by the Soviet Union over which you may
wish to start a crisis. This should be the first thing you do at
the start of each turn.
B. Intermediate Level
The intermediate level game introduces a new channel of
geopolitical interactions: the subversion and destabilization of
foriegn governments. In the beginner level game, one strives to
overthrow an unfreindly government with local insurgents. In the
intermediate level game, onc can also replace the government with
a more friendly one through the less violent avenue of the coup
d'etat. This is a more subtle, less direct approach requiring a
greater degree of finesse. To support this greater degree of
finesse, the game provides more information on the internal
characteristics of each country. Several new menu options make it
possible to obtain this information. The game plays much in the
same way as the beginner level game. The player seeks to topple
unfriendly regimes while protecting friendly ones. One must also
use crises to reverse the opponent's objectionable actions, and
defend one's own policies in opponents - initiated crises.
New Menu Options In This Level
1.) Countries Menu - includes an additional screen coup
d'etat. This menu item makes it easy to identify countries in
which coups are likely and so require your attention.
2.) Economic Aid - items on the USA and USSR menus are now
enabled. You can readily see how much economic aid is going
out of the USSR or the USA.
3.) Make Policies Menu:
a.) Economic Aid
b.) Destablize These two options allow you to implement
the policie's described above.
HINTS ON PLAY
Remember that a coup is created by poor economic conditions
within a country. A major contributor to poor economic performance
is the military spending of the government. High military spending
tends to weaken the economy. You can influence a government's
military spending policies by making that government feel more or
less military secure. Thus, stationing troops in a country and
giving it military aid will have the secondary effect of reducing
the likihood of a coup. Conversely, funding insurgents of
intervening in favor of the insurgency will reduce the government's
political strength by forcing it to increase military spending to
counter the threat.
C. Expert Level
This level introduces a third vehicle for governmental change:
Finlandization. The term comes from the postwar experienced of
Finland. Finland had been an ally of Nazi Germany against the USSR,
when the war ended. Finland was not invaded by the Soviets only
because they were too busy with bigger fish. Yet, Finland did not
get off scot free. None of the Western powers where willing to
stand up for a Nazi ally. Thus, Finland was "diplomatically
isolated"; it had no friends. And lived in the shadow of a
powerful enemy. The Soviets did not need to invade. The Finns saw
the hand writing on the wall and started behaving themselves to
their powerful neigbors. Thus, while Finland is normally a neutral
country, it is effectively under very strong Soviet influence.
Finandization can occur to any nation that perceives itself to be
in a hopeless diplomatic and military position. If a superpower
is hostile and possesses the power to crush the victim, and
external support is inadequate to protect the victim, that victim
Finlandizes, is adjusts its diplomatic position to make itself less
hostile and more friendly to the dangerous superpower. In the
process, it partically assumes the diplomatic stance of its enemy.
Thus, Finland's relations with the USA are poor not because of any
disagreements between Finland and the USA but because the Soviets
are unfriendly to the USA. In the expert level, you attempt to
encourage or discourge Findladization among the nations of the
world. You have two weapons to help you. Pressure and Treaties.
D. Nightmare Level
This level has exactly the same rules as the expert level
game, but is far more difficult to win. In a one player game, the
computer will be ruthless and unyielding. In a two player game you
can choose which side you wish to handicap. This can be useful for
play between players of differing abilities. Simply select USA or
USSR from the choose sides section of the option screen. The
country thus selected will start the game in a handicapped
position with regard to resources and prevailing world options.
The single player Nightmare level game is provided only for those
killer players who master the Expert level and want a challenge.
This level goes beyond challenge, it is a simple , brutal, unfair
massacre.
ENJOY
1.) DefCon 5: PEACE, inimum readiness.
2.) DefCon 4: LOWLEVEL of readiness.
3.) DefCon 3: ALERT, forces ready for combat on short notice.
4.) DefCon 2: MAXIMUM ALERT, all forces ready at moment's not ice.
5.) DefCon 1: W A R (K) LIB