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└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Conquer/txt3«
MAGIC POWERS Magic powers differentiate your nation from all the other nations in the world. There are three types of powers - truly MAGICAL powers, which usually involve summoning or spell use, CIVILIAN powers, which are related to civilization and trade, and MILITARY powers, which measure your ability to make war. All nations start with at least one power (based on race or class) and can purchase additional powers by expending jewels. On the Magic Screen ('M'), if you have enough jewels, you will be asked if you wish to buy a magic power. The magic screen also permits you to see what powers you have, and to takeover ORC nations if you are an ORC nation with the appropriate powers. END HOW TO GET MAGIC Magic powers cost jewels to obtain; the chance to obtain a power is based on your nations magic ability. The formulae for this is to take two to the power of the sum of the number of powers you have from that type and half the number of other powers times your base value: jewel cost for civilian power = Base * 2**( #mgk/2 + #civ + #mil/2 ) type of power desired race magical civilian military elves - XEMMAG XECMAG XEWMAG dwarves - XDMMAG XDCMAG XDWMAG humans - XHMMAG XHCMAG XHWMAG orcs - XOMMAG XOCMAG XOWMAG for example a human with 1 of each power wanting a magic power would pay XHMMAG * 2**(1+1/2+1/2) = 4 *XHMMAG jewels END COMBAT TYPE POWERS WARRIOR +10% in combat. 1/2 Enlistment cost. CAPTAIN +10% in combat. Can have PHALANX Units. Need WARRIOR power. WARLORD +10% in combat. Can have LEGIONARY Units. Need CAPTAIN power. ARCHER Can get ARCHER units. CAVALRY Can get LIGHT & HEAVY CAVALRY units. SAPPER CATAPULT/SIEGE @ 1/2 price & 1/2 metal. 1/2 maint. +10% against cities/forts/capitols. ARMOR With CAVALRY, can get KNIGHTS; Can Get ELITE Units, -3 Move (4 Min), +20 Defense AVIAN Use ROC and GRIFFON units. MONSTER POWERS The three powers below are monster powers for orc nations. If using the Orc Takeover option, monster nations have a chance to takeover ORC NPCs for jewels. MINOR MONST 1 minor monster unit/spring. Can get ORCs. 1/2 spell point/turn AVERAGE MONST 1 avg monster unit/spring. Can get URUK HAI. 1 spell point/turn MAJOR MONST 1 major monster unit/spring. Can get TROLLs. 2 spell point/turn END CIVILIAN TYPE POWERS DERVISH Desert/ICE sectors => 1 move point, vegetation 6, +30% combat in XDERVDESG redesignate desert/ice sectors. HIDDEN Nobody can count troops in your armies on map. ARCHITECT Double strength forts, Double Town revenue. RELIGION +2 repro to 10% limit. excess adds +5% to defense. (Not ORCS). MINER 2x metal and jewel production. Elves cant get. URBAN +3% Birth Rate to 12% limit. remainder gives + to move (roads) BREEDER +3% Birth Rate (ORCS ONLY) (to 14% limit). -10% combat. (no urban) remainder adds to movement. STEEL Additional 2x Metal Production for MINERS. NINJA Can have Ninja units. Spys show enemy troop/civilian strength exactly (even voids). SAILOR 1/2 price naval units. Can use marines. Double ship speed. sailor nations ships are immune to storms at sea. DEMOCRACY +10% in combat (moralle) +1 Move +1 repro. +1 eatrate. Also if you don't watch your charity level, you will give too much to the poor. ROADS +4 to move if unit starts in your nation. SLAVER you gain 25% of the populace of *any* sector you take over. END MAGICAL TYPE POWERS THE_VOID Nobody can see your sectors/armies (they appear blank). KNOWALL Know all troop strengths and see the whole map (except voids). DESTROYER Vegetation in 3 sectors of Capitol = Desert. Act as Dervish. Note: you cant have both DESTROYER and DERVISH power. VAMPIRE 35% of troops killed become your zombies, -35% in all combat, All infantry/militia become zombies. Can't add to combat bonus. Vampire Power causes all nations to go to jihad with you. SUMMON gives 4 spell pts per turn... can summon monsters with them Can also do spell casting. 100K Jewels and 1M gold gives a 20% chance of gaining +1 spell point per turn. Not Dwarves. WYZARD Gives +3 spell points. Must have SUMMON Power. SORCERER Gives +3 spell points. Must have SUMMON Power. END SPELL CASTING If a nation has magical spell points, that nation may cast a number of useful spells. The current list of spells and their costs: Summon -- must have SUMMON to cast this spell; cost is dependent on the monster summoned. (see next page) Flight -- give flight to a unit at a cost of 1 spell pt / 100 men Enhance Attack -- 30% increase in attack at a cost of 1 spell pt / 300 men Enhance Defense -- 30% increase in defense at a cost of 1 spell pt / 300 men All of the above spells except summoning have an effect area of one army unit and a duration of one turn. Flight and the Combat Enhancements each cause the unit to lose one movement point due to the change in status. END SUMMONED MONSTERS A monster unit represents one monster, but is the equivalent in combat of an army of the given number of men. When summoned, they appear in your Capitol, and are yours to command until you disband them or can not afford to pay their per/turn jewel cost *and* 5x that cost in gold. Monsters may be wounded in combat as can normal army units. Wounded monsters have a percent chance of dying based on the percent damage taken (a dragon (1000 men) taking 200 equivalent men of damage has a 20% chance of dying). Next turn, however its strength will be fully restored (1000 men again). A number of the monsters will also have the ability of flight. Spell points can accumulate from turn to turn, but there is a 25% chance that half your unused spell points disappear each turn... this gives you some incentive to use them. END SUMMONED MONSTER TYPES spell combat jewels power points bonus move men turn prerequisites SPIRIT 2 +0 x1 50 1000 ASSASSIN 2 +20 x1 50 400 NINJA EFREET 2 +10 x1.5 50 400 DERVISH GARGOYLE 2 +10 x1 75 450 MI_MONST WRAITH 2 +10 x1 75 450 VAMPIRE HERO 2 +0 x1 100 200 WARRIOR CENTAUR 2 +10 x1.5 50 200 CAVALRY GIANT 5 +0 x1 150 2100 SUPERHERO 5 +15 x1 150 450 WARLORD MUMMY 5 +15 x1 150 1000 VAMPIRE ELEMENTAL 5 +5 x1.5 175 1900 SORCERER MINOTAUR 5 +20 x1 150 2100 DESTROYER DEMON 10 +50 x1 500 6000 DESTROYER BALROG 10 +40 x1.5 500 6000 WIZARD & VAMPIRE DRAGON 15 +50 x2 1000 10000 MA_MONST & WIZARD END DONE