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⟦b3668aad9⟧ TextFile

    Length: 7500 (0x1d4c)
    Types: TextFile
    Names: »txt3«

Derivation

└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987
    └─⟦this⟧ »EUUGD18/General/Conquer/txt3« 

TextFile

                              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