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README.TXT
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1996-07-22
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Be sure to read WHATSNEW.TXT for additional important info!!
QUICK START MANUAL
Circa 7000 is heavily strategic, turn-based war game. Each side has a squad
to small army-sized force of individual troops, mechs and vehicles doing
battle on a large, detailed field filled with rivers, swamps, forests,
buildings and the more sinister trip wires and land mines. Play occurs
in 3 powerful, yet intuitive, Phases. In the first Phase, all the forces
move with different rules for vehicles and non-vehicles. In the second,
forces aim up to three weapons each from their primary or secondary stash.
All the weapons fire in Phase III.
And that's only the beginning! Circa 7000 is delivered with all the tools
used to make the game's forces, terrains and battles! This include the Game
Maker for making your own scenarios: pick and place the armies, design the
battlefield, write up the story and specify how the game will end
(Destroying/Conquering areas or Casualties alone). And when that isn't
enough, use the Customizer to modify the existing forces or design your own
from scratch! Design and draw your own forces, weapons and terrain,
including all the stats and sound, to implement in your own scenarios, time
periods and themes! Play is literally unlimited when you start swapping
these files...
Lastly, you'll never be in want of an opponent. In addition to in-house play
against others, Circa 7000 also supports computer opponents and Play By Email!
So your opponent can be in your room or around the world!
All this together means that Circa 7000 may very well be the last strategic
war game you may ever need...
Requirements:
486SX33 (About the minimum tolerable speed)
4M of Extended Memory (3.2M must be free!)
600K of free Conventional Memory
6M of Disk Space
SVGA
Mouse
Optional:
Soundcard
Getting Started
To start Circa7000, type "C7" on the DOS command line and press enter. The
opening screens will appear followed by a screen that gives several choices
on how to play the game. If this is your first time, click the left mouse
button on the FINISHED button at the bottom of the screen. The next screen
deals mainly with army setup. The default is to play the scenario as
designed, meaning that you will use the setup defined in the scenario. For
the first time, play the scenario as designed by clicking the left mouse
button on the "X" in the bottom right hand corner of the screen. The other
choices you could have made would be to add mist, which randomly "grows" on
the field. The bottom two choices "Army A (B) familiar with battlefield"
determines if the battlefield is hidden from the army to begin with. If you
are playing the shareware version, you can set up your armies anywhere, but
you must choose the default scenario in order to actually play it.
PHASE ONE
The game starts in Phase I. The left hand side of the screen is the green
information bar. It'll provide most of the information you need throughout
the game, including who the active force is. Across the top of the screen
are four menu bars. The REPORTS and INFO menus provide valuable information
that you'll reference at least once each scenario.
The largest portion of the screen is the battlefield. To scroll the field,
you can use the slidebars to the right and bottom of the screen.
Alternately, and more easily, you can click the right mouse button on the
field at any point. That point will then be centered on the screen. The
right button can also be used to activate troops. Simply click on them with
the right button. If the force is finished for the phase, then the screen
will scroll as normal.
To move troops, click the arrow grid to indicate which direction you want
the force to go. The options are forward, backward, turn left and turn
right (as opposed to slide sideways). This means that in order to move
right, you must face right by clicking the right arrow and then click on the
up arrow to move forward. Alternately, you can use the keypad, where '8'
is forward, '2' backward, etc.
Each time a force moves, it uses up Movement Points (MPs). The total number
of MPs varies from force to force. Usually, it's one MP to move to each
adjacent square and 1.25 MPs to move along the diagonal. The exception is
moving through more difficult terrain. To find out about terrain (or
anything on the board), click it with the left mouse button. Under movement
penalty, you'll see a x1, x2, x4 or Impassable. The first means normal MPs
of 1 and 1.25 apply. The x2 (x4) means to move into the square cost double
(quadruple) the normal number of MPs. Impassable means no force can move
into that square.
Vehicles movement is handled a little differently. Unlike troops and mechs
which can pivot in place, vehicles have to be moving in order to turn.
Each turn, you have to specify how far a vehicle is going to move in MPs.
Each turn, a vehicle can increase its speed by its Acceleration Rate (AR)
to its top speed and decrease its speed by twice its acceleration rate.
For example, if a vehicle is moving 20 and has an AR of 6, its speed for
this turn could be from 8 to 26. If a vehicle is standing still, then you
can enter negative numbers to get it to go in reverse.
PHASE TWO
All the weapons are aimed in Phase II. Determining all the targets first
allows for better battlefield simulation, where everyone fires
simultaneously at their own targets instead of taking turns shooting at
one force until it's gone and then moving onto the next.
Forces can carry Primary weapons (on green buttons) and Secondary weapons
(gray buttons). A force can shoot primary OR secondary weapons each turn
but not both in the same turn. To aim a weapon, simply choose which one
you want to fire by clicking on it with the left mouse button and then click
on the battlefield where you want it to shoot. A red bead will appear where
you aimed, then fade.
There are, of course, a few more factors of which to be mindful. The first
is the fire arc of the weapon. In the info bar, your force will be drawn
with a number of arcs surrounding it. These arcs are the fire arcs and can
be matched to the appropriate weapon by color - the color of the arc will
match the color behind the weapon picture on the face of the buttons.
The other thing you need to be mindful of is the range of the weapon. To
obtain weapon info, click the weapon button with the right mouse button.
PHASE THREE
Phase III is rather simple. On the bottom of the info bar, a FIRE button
will appear. For each weapon that you aimed, you have to press the fire
button in order to make it fire. ALL weapons that have been aimed must
fire. As in Phases II, you can switch the order of the weapons by
activating other forces with a right mouse click and by picking other
weapons with a left mouse click.
STATS
There's an appreciable number of stats in Circa 7000 associated with
terrain, weapons and forces. Here's a highlight of them:
Forces
Movement - Number of squares a force can move per turn.
Vehicle - Means that a force has special rules for movement.
Acceleration Rate - the amount a vehicle can increase its speed each
turn. A vehicle can decelerate at twice this rate.
Turn Ratio - The maximum number of times a vehicle can change direction
movement phase. The turns are evenly spaced with the minimum space
needed to travel before turning increasing as the speed of the vehicle
does.
Rammer - A vehicle defined as a Rammer does double damage when colliding
with anything.
Hoverer - All movement penalties are halved.
Boat - Must stay completely in terrain defined as water.
Hits - Once Hits reaches zero, the force is out of commission for the
remainder of the battle.
Stealth - The maximum distance an enemy force can see you from. If a force
has a stealth factor of 10, then an enemy force must be within 10
squares to see it. This can be reduced