Global Conquest (Global_Conquest_Manual.txt)

Global Conquest


     PART I: Introduction
     ~~~~~~~~~~~~~~~~~~~~
            

HISTORY:

     Global Conquest is a strategy game developed as a result of
collaboration between Dan Bunten of Earth and Ban Dunten of
Modulus, a planet in a parallel universe noted for its playful
natives and fried peach pies.  Dan was staying up late one night
working on another boring, "Conquer the World" type game when,
suddenly, his computer seemed to be typing by itself!  As it
turned out, a game designer from Modulus was engaged in a similar
game-developing activity.  His game, however, was made up of
nothing but little "chance" cards and people cooperating with
each other.  Somehow, through a strange quirk in the parallel 
universes, their program editors made contact, allowing the
programmers to make notes in each other's programs.  (This
naturally made "debugging" a nightmare, until they figured out
how to imbed their comments in "comment" lines.)  Recognizing the
potential for profit in universe-spanning marketing, Dan Bunten 
phoned MicroProse with a great idea for a game.
     The Modulians have never known war, conflict or competition. 
Their idea of a good game is a bunch of people sitting around on
the floor, guessing the answers to inconsequential questions
written on little cards.  Ban the Modulian was excited by the
idea of using little "toy soldiers" to discover a world and fight
among themselves to conquer it.  Similarly, Dan the Earthling
thought "Random Event" cards and alliances would add "fund"
to
his otherwise ruthless game.  Together, they developed Global
Conquest: a strategy game pitting opponents against one another
on a randomly-generated world where crazy things happen and there
are no "real" casualties, only an occasional bruised ego.

Objective           The goal of Global Conquest players is to
               discover and conquer the world.  The conflict in
               Conquest lies in the fact that all players have
               the same goal and there can be only one winner.
                    There are always four opponents in Global
               Conquest attempting to take over the world.  These
               opponents, be they human or other sentient life
               forms, find themselves fighting over a world
               populated by a mindless "indigenous" armed force
               (dubbed the "Natives").  If there are not four
               "live" players, any unmanned groups will be
               controlled by the computer intelligence, so that
               there are always five groups taking part in Global
               Conquest.


THE GAME BOARD:

     Global Conquest is played on a game board that is different
each time around.  Among the things that vary is the size: like
the drinks at your favorite fast food establishment, you can have
either the small, medium or mega-whopper size.
     Each part of the world can be one of five types of terrain:
ocean, plain, forest, mountain and swamp.  (Deserts and tropical
beaches are not included in Global Conquest because sand could
get into somebody's eyes or underwear and cause injuries.)
     There are also "artificial" facilities around: Cities (or,
to use the Modulian term, "burbs"), docks, oil sites, and mineral
sites.
     A final type of "cloaked terrain" covers and obscures all of
the board's characteristics at the start of each game.  Resulting
from a mysterious Modulian Cloaking Device, this "cloaked
terrain" is indistinguishable from ocean terrain.  However, as
your playing pieces move around on the board, they remove the
"cloaked terrain" to reveal the actual world beneath.  For some 
unknown reason, this process is called "discovering the world."


THE PLAYING PIECES:

     The basic playing pieces for Global Conquest are infantry,
armor, subs, battleships, aircraft carriers, and airplanes. 
These "units," as they're called, discover land and fight each
other with their unique strengths and weaknesses.  Your job is to
order these units to do all of this discovering and fighting. 
The units will obey your orders, even if they are in the middle 
of their favorite soap opera at the time.
     In addition, there are two "special" pieces: the spy and the
command center (called "Comcen").  These units are considered
"special" because their characteristics are significantly
different, and because Dan told us so.
     The spy can see all other units within a wide range, can
steal "secrets," can slow unit production, and is only seen by
other spies.  They are also great fun at the Halloween parties,
and can make a mean bean dip.
     The Comcen is your strongest and most crucial piece: it is
able to launch planes, and it attacks from a greater distance
with more power than other units.  However, it has one slight
drawback: if you lose your Comcen, you're out of the game.


GAME PLAY:

     Besides the game board and playing pieces, there are other
ways in which Conquest is like the board games with which you are
familiar.  For one thing, you can play with other people!  You
and up to three of your friends can play Global Conquest
together.  (This feature was among those most emphasized by Ban,
a firm believer in the Modulian motto: "Play with each other, not
with yourself!")  Conquest is also played in "turns" like many
classic games.  However, instead of "you take your turn then I
take my turn," in Conquest we all take our turns together.  But
even though Conquest could be played like an old-fashioned board
game (complete with taunting and name-calling), it is played on a
computer because 1) it simplifies the logistics, and 2) it spares
MicroProse the trouble of finding someone to make the little
plastic soldiers.


GAME SCREEN LAYOUT:

     The screen is divided into four major sections.

Map Window          This is the biggest section of the screen,
               where the game board and units are shown.  It is
               in this window that players plot their strategies,
               observe the battles, and do the most suffering. 
               within this area, terrain is represented by 8x8
               pixel icons and units by 12x12 icons.  This game
               board is overlaid at times by a smaller scale
               "reference map" and by various menus.  To bring up
               the reference map, just press the <SPACE> bar (or
               the right button on your mouse).  Move your cursor
               to the are of the board you are interested in
               seeing closer and press <SPACE> (or the right
               button) again.  Now your closeup view of the world
               centers around the place you just picked with your
               cursor.  (Other features of the display are
               discussed later in these rules.)

Icon Corner         This is the top righthand corner of the
               screen.  It is divided into four different colored
               sections, each representing one of the four
               different players.  This display is updated as
               play progresses, showing the current score, number
               of burbs and resources taken over, any treaties
               between players, and any conquests of opposing
               Comcens.  The force which you command has a white
               and grey border around it as well as an icon of
               your choosing.

Mouse
Manipulation        There are two different types of "clicks" of
               the mouse buttons: a "normal click" (where the
               button is depressed less than 1/2 second) and a
               "held click" (where the button is depressed for
               longer than 1/2 second).  In Conquest, you use
               both of these.  (Double-clicks, drag-clicks, and
               heavy petting are not used in this game). 
               Throughout the manual, a "click" refers to a
               "normal click," and unless otherwise noted all
               clicks (whether a "normal click", a "held
click"
               or just a "click") refer to the "left" mouse
               button.

Update Window       This is the middle righthand portion of the
               screen.  In this window, players receive messages
               regarding events which affect their units, burbs
               and resources.  There are three active areas in
               this window.  Players can:  1) click to the left
               of the map portion to backspace through previous
               messages; 2) click to the right of the map to move
               forward through the messages; and 3) click in the
               map area itself to position the main display over
               the feature highlighted in the map.

Cursor Window       This display is in the bottom righthand
               portion of the screen.  It shows in magnified form
               what is under the cursor.  This is one of the most
               helpful of the windows, in that it offers
               important data such as unit strength in battles,
               terrain type, and burb production choices.

Other Areas
of the Display      In addition to the four major sections, there
               are five other active areas of the display.

          Button Bar 
               Provided above the Main Display for ease of
               selection of various options:

          Execute
               Clicking on this option effectively ends the
               "Orders Phase" of the turn.  (See discussion below
               on ending turns.)

          Terrain
               Use this button to see the map without units
               obscuring it and to access production options for
               each burb.

          Airplanes
               Clicking here allows the player to enter "Airplane
               Mode" to give orders to available planes.  Note
               that a player must click on this button again in
               order to exit "Airplane Mode" to give orders to
               other units.
          Destinations
               Using this button allows the player to see the
               destinations and paths of all owned units.  (Note
               the destinations and whereabouts of your units on
               lunch break ARE NOT shown.)

          Burbs
               Click here to get a summary table of all the
               villages, towns, cities and metroplexes you own. 
               You can also position your main world display,
               access production options and even transfer funds
               from the menu opened by this button.  (See the
               "Economics" section for more.)

          Treaties
               Clicking this button changes the Icon Corner into
               a menu for offering various levels of alliances. 
               (See the "Treaties" section for more.)

          Time Bar
               To the left of and parallel to the Main Display is
               a vertical bar known as the "Time Bar."  During
               the "Orders Phase" this bar is green.  If another
               player ends his turn, this bar will change colors
               and begin to recede downward, signifying the
               imminent end of the "Orders Phase." Once the
               "Execution Phase" begins, the Time Bar will turn
               red and diminish as the "Execution Phase" runs
               out.  At no time will the Time Bar serve drinks. 
               Clicking the button in this area generates an
               <Alt><P> that pauses or resumes the game.

          Topline
               The topline is where various modes and status
               messages are presented and where you type outgoing
               chat messages.  Bur more importantly, it offers a
               menu of "Program Options."  Moving your cursor
               into the top area above the button bar changes
               this area into the menu (or press <F10>).  These
               are:
               Restart:
                    Aborts whatever game, film or other activity
                    is going on and offers the Main Menu.
               Save:
                    This option will abort the game in progress,
                    then offer you a file menu to name your game
                    for resumption later.  If the game included a
                    remote player, the other player is also
                    placed in the save menu and the connection is
                    dropped.

               Pause/Resume:
                    Press to pause the game or film.  Press again
                    to resume.

               Chat:
                    Press this to "chat" with your opponents. 
                    Press <F5>, <ENTER>, or click in the topline
                    to end chat.

               Volume:
                    Toggle sound on and off.

               Game Type:
                    Displays the scenario options icons of the
                    current game or film.

               Event:
                    Displays the Random even currently in effect
                    and tells the number of turns it has left to
                    run.

               Speed +:
                    Press this to increase the execution speed of
                    the game or film (max. speed is 3).

               Speed -:
                    Press this to reduce the execution speed of
                    the game or film (min. speed is 1).

               Show=Who:
                    This option is only offered during films; it
                    toggles the point of view.

               Resign:
                    This lets a player resign his command and
                    turn that role over to a computer opponent.

               Disconnect:
                    An abbreviation of "disconnect," this option
                    is offered if the game involves multiple
                    machines and neither of the previous ending
                    options is appropriate.

          Bottom Line
               This black area below the main display shows
               various results of user game actions and any
               incoming chat messages (identified by color of
               player).  Clicking in this area will show you the
               last chat comment that you received.

          Turn Counter
               Just below the Update Window, this window "counts
               down" the number of turns left (in red) when the
               game being played has a turn limit; it "counts up"
               the turns played (in green) when there is no limit
               on the game.  (No one is certain why Ban and Dan
               chose "Turn Counter" for the name of this feature,
               but expensive research is being carried out to
               find an answer to this mysterious enigma.)


     PART II: TUTORIAL
     ~~~~~~~~~~~~~~~~~

OBJECTIVE:
  
     To acclimate you to the challenge of Conquest as quickly as
possible, here now is John "Hardbones" Shrimply to act as your
personal tutor.

Basic Training      Greetings, salutations, and all that other
               junk.  Okay, let's get straight to the peach pies.
                    First off: load the game.  There ya go.  Now,
               watch all that opening sequence stuff.  Listen to
               that music.  Kinda gets your blood flowing, don't
               it?
                    Okay.  Now we got to your Main Menu.  Pick
               the one that says "Play Game." Ya got a new box
               now, doncha?  Move your mouse down to the bottom,
               down to that one that says "Resume Saved Game." 
               There ya go.
                    Okay, new box again.  Do the one called
               "Tutorial."  Yeah, they named that one after me,
               your tutor.  Now ya gotta wait a sec while it gets
               all set up for ya.
                    Since we're waiting, take a look here.  See
               that box on the right hand side on the bottom
               there.  That's called the Cursor Windows.  Yeah. 
               You'll see all kinds of stuff in that one.
                    Oh, the big box in the middle there?  That's
               just telling you what kinda Conquest we're dealing
               with here.  All those little symbols tell ya what
               ya call your Game Conditions.  Don't worry about
               it now.
                    Lemme just tell ya right from the start that
               this here tutorial is a "4 player on one machine"
               game, and you're getting to play all the parts. 
               I'm gonna help you through one of the player's
               turns.  After that, you get to play all the parts,
               you don't have to worry about being "blindsided"
               by some other yahoo.  That is, not unless you're
               one of them "split personalities." (Heh, heh,
               heh.)
                    All right, you've probably come to the "Press
               Any Key to Continue" by now.  So go ahead and do
               it.  I don't think you're gonna break anything.

Take a Look
Around              Okay, first off, let's pause this thing so we
               can look around for a sec.  Just move your cursor
               until it's on that green bar there on the left. 
               For your enlightenment, that thing's called the
               Time Bar.  Okay, now click on it.  What's it say
               up there on that Topline?  Probably something
               like:  "Game Paused...(Alt-P to resume)."  Tell's
               ya all about it, don't it?  OK.  Now we can kick
               in a special feature that's just for this
               tutorial.  Press and hold the <Ctrl> key, the
               <Alt> key, and the letter <C>.  Hold 'em all
down
               at the same time and you'll see a little trick. 
               Look next to the Turn Counter.  See the little
               white numbers?  They're the coordinates of where
               your cursor is in the world map.  We're gonna use
               that to help get you where ya need to go.  Try
               moving the mouse around and watch those numbers
               change.  Ya get it?  Now when I tell you a spot to
               go like 11,65, you can move the mouse until ya get
               there and you'll see what's what.
                    Okay, here's the deal.  What we're looking at
               here is your basic world map.  See that deep blue
               color?  That's your oceans.  See that green stuff? 
               That's your plains.  Do this: move your cursor to
               11,65.  Okay, now take a look over there in that
               Cursor Window I was talking about.  Says "Ocean,"
               huh?  Okay, now do this:  move it to 17,59.  Says
               "Plain," don't it?  Now put your cursor at 48,52. 
               Now what's it say in that Cursor Window?  City?
               Well, that's what they are.  A city is a kind of
               Burb.  No need to say "excuse me."  I said
"Burb." 
               Yeah, ya take these over and they help ya build
               stuff.
                    Now, take a REAL close look at that Burb. 
               Look down there in the Cursor Window:  you see
               that little flag down there in the bottom
               left-hand corner?  It's light green.  The guys
               that wrote this game called it "Cyan" but it looks
               green to me!  See it?  Well, that's there to let
               you know who owns that Burb.
                    Move back to 1, 73.  What's it say in the
               Cursor Window?  Bunch of stuff, huh?  Well, that
               burb is called a "Metroplex."  Ya see the little
               purple plane in there?  That's one of your planes
               and since it's next to the burb picture it means
               it's based in that metroplex.  Ya see the words
               "Magenta Mob"?  That's the name of the force
               you're fighting with.  Good name, huh?  See the
               word "BUILD" with another airplane next to it and
               "T-2" below?  That means this burb is buildin' a
               plane that'll be ready in two turns.
                    I'm sure you've noticed all the little boxes
               with purple-I mean, magenta-borders?  All those
               are your "units" - that's what they're
called. 
               They're the ones doing the fightin' for ya. 
               They're sitting there right now, saying "What're
               they gonna make us do next?"  Look a little closer
               at 'em.  Some of 'em are different than others. 
               That's 'cause ya got more than one kind of unit. 
               Move to 0,74.  That unit is called the Command
               Center.  (Us old-timers call it the Comcen.)  You
               only got the one of them.  But hey, no one's
               trying to cheat ya here.  See, this is kinda like
               your King in chess: ya lose that little beauty and
               you're out of the game.  So you'd better keep an
               eye on it, huh?
                    Now let's get to the REAL fighters out there. 
               Move to 12,54.  Now look over at your Cursor
               Window.  That's right, ya gotcha an ARMOR unit. 
               Looks kinda like a tank, don't it?  Now move to
               13,50.  INFANTRY, that's what that one is.  Both
               of these units are your land fighters:  that's
               their strong point.
                    Now move to 29,69.  That's your CARRIER, and
               the little plane next to it in the Cursor Window
               means it has a plane on it, ready for action.  You
               see the "Magenta Mob" just below "Carrier"? 
That
               means this unit is based from your Metroplex. 
               "Magenta Mob" is both the name of your army and
               you "home Metroplex."  In front of your CARRIER is
               the rest of your South Seas Fleet, your BATTLESHIP
               (37,69), and your SUB (37,71).  In front of them
               is a Cyan Battleship (43,70).  Let's get that guy!

Git Your
Guys Moving         But first let's do a little ground action. 
               Go to 13,47.  Now look down in your Cursor Window
               again:  see the little gray flag?  That means this
               Town belongs to the natives and it looks like
               there's no units around to slow you down if ya
               wanna make that little jewel part of your
               collection.  I say we take it.
                    First, let's take the game off pause:  just
               click on your green Time Bar again.  There ya go.
                    Click the left button on the infantry at
               13,50.  Ya go his attention.  See him flashing? 
               He's listening to ya.  What's it say up on the
               Topline there?  "Setting Unit Destination"? 
               That's what we're doing here, all right.
                    Move to 13, 47.  Okay, we're kinda hooked up,
               that unit and us, aren't we?  See the dotted line
               go from him to our cursor?  That's what ya call
               your "Unit Path."  What you're really saying is,
               "I want you to follow this path."
                    Okay, let's give this guy a destination. 
               Now, click on the left button again.  What's it
               say up there on the top line now?  That's right,
               "Final Destination Set."  Congratulations,
               General, you've just given your first order. 
               Piece of cake, huh?  I know, he's not doing
               anything right now.  That's okay:  He's waiting
               for the "Execution Phase" to start.  Ya see, what
               we're doing now is giving out the orders.  In a
               second, when we're through, we'll give 'em the go
               ahead, and THEN they'll all do 'em simultaneously. 
               But before we do anything else, let's check out
               our infantry guy, just to make sure he got it
               straight.  Put your cursor back on him, but don't
               do any clicking this time.  What's it say up there
               on the top line now?  "Unit Path."  Now look down
               there in the Cursor Window again.  Ta see the word
               "Moving"?  That means he go your orders all right. 
               But let's make sure he knows where to go.  Look
               back up at the unit in the map window, where your
               cursor is.  Ya see those three blocks there? 
               That's the path we gave 'im, all right.
                    Ya see another Burb close to some of your
               units?  Okey, then, tell 'em to git their rears in
               gear and take all those empty Burbs.  Tell that
               infantry up at 21,53 to go to 21,51.  Then, tell
               one of them armored boys (at 26,52 or 29,54) to
               take the city at 30,51.  Easy, ain't it?
                    Well, if you think you're ready, we'll tackle
               the navy next.  Remember your guys down there in
               that south sea?  Let's get 'em after that green
               battleship.  Go ahead, give your battleship and
               your sub the orders, just like you did those
               others.  Works just the same, only now you're on
               water.

Bomb 'Em Into
the Stone Age       By now you're wondering about your air
               forces, aren't ya?  Well, we gotcha covered.  Move
               your cursor up to the Button Bar there.  Click on
               the one that says "Airplanes."  Now you're in what
               they call the "Airplane Mode."  Ya look real close
               and you can see your planes highlighted:  you got
               one in your Metroplex (1,73), don't ya?  You also
               got two parked in one of your Cities at 38,60. 
               And hey, you even got the one on your carrier out
               there in that south sea!  One thing about your
               "Airplane Mode," you use it to tell your planes
               what to do, they do it, and that's all.
                    But since we're here, let's give those
               fly-boys something to do.  Click on the one at
               38,60.  See the two red circles?  Those are the
               limits of your air missions: that plane can't go
               past that second little circle there.
                     Let's give this guy a recon mission and find
               out what's out there.  Move to 44,68.  The Topline
               says, "Designating Short Strike/Recon."  It's
               gonna be a "Recon mission 'cause there's no enemy
               underneath the cursor, and "short" 'cause
we're
               inside the smaller circle.  Now click again.  See
               your plane fly its mission?
                    Now what do you see?  Looks like your
               airplane found out a bad guy!  That's one of the
               features of this game:  you can't always see the
               enemy, even though he's out there coming at ya. 
               Well, now that we found this chump, let's give him
               a little surprise.
                    Click at 37,60 then click you cursor RIGHT ON
               TOP of his green battle ship (43,70_.  You're
               telling your plane to "Strike him."  See him fly
               down there and drop a load on that sucker!

Get a New
World View          Okay, Couple more things to show ya.  Click
               your right mouse button in the map somewhere.  You
               see that box?  Tha's what ya call you reference
               Map."  But hey, don't let the big name fool ya: 
               it's just a small map of the entire world you're
               fightin in.
                    Now, move your cursor up to 9,10 in the
               reference map and click you r right button.  What
               ya got has changed, huh?  Now your point of view
               has shifted north some so that all you can see is
               ocean.  But don't let that fool yam that's the
               part of this world your units haven't discovered
               yet.  It looks like the ocean now, but you can bet
               the farm that there's really a bunch of land and
               other people's units under there.
                    Okay, let me show ya a little trick I learned
               as a rookie.  First, use that right button again
               and get up that Reference Map.  Now, do a held-
               click with that right button over the top right
               corner of the world.  Look, now ya got your world
               centered around your cursor.

Mommy, Where
Do Armies
Come From?          Click Burbs on the Button Bar.  Look at the
               middle column there, the one with the BLD T- on
               top of it.  Ya see that two of 'em say ARM.  That
               mean that those burbs are making Armor units.  The
               ones with Air are making planes.  Click on one if
               the burbs.  This brings up a menu that shows you
               what you can build.  The thing in red is what is
               currently selected.



     PART III: STARTING A GAME
     ~~~~~~~~~~~~~~~~~~~~~~~~~

THE MAIN MENU:

     When you load Conquest you will be given the following
options:

Play Game           Choosing this option allows you to start a
               game. (See "Starting the Conquest," below.)

Film Menu           This option brings you to a menu that allows
               you to watch a replay of a previously played game,
               load a previously saved film for viewing, or save
               a just-completed game to a film. There is always a
               "default film" available to watch. It is the film
               of the last game played (or film loaded) and is
               retained even after you quit Global Conquest. (One
               of the Modulians' favorite film-viewing features
               is the "Show=Who" option of the Topline
[or<=>key]
               that lets them "peep" at what their opponents did
               and saw at various times during the game).

Configure           This choice allows the players to create
               custom games or to configure Conquest with their
               favorite play options: everything from sound,
               scoring, world types, and odor-elimination
               availability are set from this option. (See
               discussion in the "Configure Menu" section.)

Do the
Boogie-Woogie       This option ... Whoops! Sorry, wrong game.


THE PLAY GAME MENU:

     After choosing the PLAY GAME option, you are offered the
following options:

King of
The Hill            This scenario is won by the player who holds
               the Native Capital at the end of 30 turns. If,
               however, no player has possession of the Native
               Capital at the game's conclusion, the winner will
               be decided by the point scores: each burb is worth
               a certain amount of points. This scenario is
               played on a small world to make a short but
               frantic contest. It is really violent and
               confused. And violent. The name "King of the Hill"
               was chosen for this scenario because no game has
               ever used this name.

Eye Sea Ewe         This game has the same type of scoring as
               "King of the Hill," but features a special type of
               visibility where all players get to see what any
               player sees. Be it land, sea enemy units, UFOs, or
               Elvis, all players are shown what any other
               players are seeing. This is real violent too. But,
               sadly, less confused.

Live and
Let Die             Victory in this version of Global Conquest is
               awarded to the player who is most successful at
               maiming and destroying the opposition. (See the
               section on "Scoring Options.") Points are awarded
               for each hit of damage to all opponents EXCEPT the
               native forces: damage given to natives has no
               effect on your score. However, TAKING damage from
               the natives COSTS a point per hit. Note that, as
               on Modulus, no player can ever get below a score
               of zero, no matter how badly he is being pounded.
               (Modulians do not believe in negative numbers.)

Guns or Butter      Victory in this Conquest is claimed by the
               player with the most income "points" after the end
               of sixty turns. (See "Victory and Defeat.") Played
               on a medium-sized world, Modulians who excel at
               this scenario are automatically given a management
               position with one of the fast-food establishments.

Pick Custom
Game                Here you are presented with all of the custom
               games that you have saved on your disk. (To make a
               custom game, see the "Configure Menu" section).

Resume Saved
Game                Choose this option to continue a previously-
               saved game. Be warned that "Saved" games bring you
               right back to where you were before the "Save
               Game" command was given. (The "Save Game" command
               DOES NOT "save" players from impending disaster.
               Do-overs are not a big thing among the Modulians,
               ya know?)


THE PLAYER OPTIONS BOARD:

     Once you've decided what king of Conquest to play, you're
dumped to this screen.
     First, you will be offered a bar of the Player Options Board
for you to use: on the left side of the board, a message stating
"This Machine" tells you which force you will initially be
offered to command. If you decide that you don't like that
starting position or color, click the left side of the bar until
it shows a computer. The click on the left side off one of the
other bars until the "This Machine" option is given.


1.   Select Your Icon for the Current Game: to choose an
     appropriately intimidating icon, simply click on the icon
     button to cycle through those that are available. The
     favorites among Modulians are the Double Decker Cheeseburger
     Deluxe Icon and the Mushroom Cloud Icon.

     Note: You can preset your default name, icon and rank on the
     Player Options Menu, accessible through the Configure Menu.

2.   Select Your Name for the Current Game: Clicking on this
     button will allow you to give your fighting force a suitably
     awe-inspiring name. Favorites among the Modulians include
     "Ketchup Pos," "Death Spawn," and "Hip
Grinders."

3.   Select Your "Rank" for the Current Game: To set your
"Rank,"
     simply click on that button until the desired rank appears.
     Note that to the right of the Rank symbol, a numeric summary
     of the chosen Rank appears to further elucidate the
     condition you will find yourself in. Note also that
     promotions DO NOT take place during Conquest. As they say on
     Modulus, "Once a Corporal, never a General."

Rankings            So what's in a rank, anyway? Glad you asked.
               The three possible rankings are set according to
               the desired level of difficulty:

General             This is the easiest level to play. The player
               with the rank of General is entitled to the
               privileges that accompany that rank. Accustomed to
               the "good life" as they are, Generals start with 2
               additional burbs, 40 extra bucks and their units
               all cost $10 LESS.

Captain             This is the middle level. The Captain starts
               the Conquest with one extra burb, 20 additional
               bucks, and units are 5 bucks off.

Corporal            This is the most difficult level to play: the
               rank of Corporal offers no privileges, only
               greater hurdles to cross. The Corporal gets no
               additional burbs or starting cash, and units are
               full cost due to his/her lack of influence and
               rank. If a player wins the Conquest from this
               rank, he receives the coveted "Modulian Planetary
               Hero" award, which comes complete with a coupon
               good for a lifetime supply of fast food.

Setting Up
Your Opponents
(So to Speak)       The remaining bars on the Player Options
               Board are used to prepare the game for your
               competition. You can set the number of people
               playing, as well as their location: there can be
               up to four players on one machine, or some
               combination of local and remote players. You can
               also use the remaining bars to set the computer
               opponents' rank. Simply click on the rank button
               to go through all of the available options. (The
               rank of "Total Imbecile" is NOT available for your
               computer opponents - although making them
               Corporals and you a General might approximate that
               situation.)
                    After all the players have been selected,
               simply click on the "Execute" button to accept
               your settings.

               Note: If any of the players were designated as
               "Remote," you will be presented with various
               options for connecting with them (see the "Multi-
               Computer Games" section).

The Presentation
of the Icons        Okay. You've picked your game and set up your
               opponents. Now the computer begins the
               "Presentation of the Icons" (also known as showing
               the Game Type). The various icons represent the
               options and rules for the game you've chosen. (See
               "The Configure Menu" section for a full discussion
               of their meanings.) At this point, the secret
               Modulian formula for building a new world begins
               cranking out the Game board on which you will
               play. In this process, totally random elements are
               used so that each game of Global Conquest is
               different from any other. As the world is "made,"
               the display windows on the right-hand side of the
               screen will keep you abreast of the world-building
               progress.
                    Once the world-building process is through,
               your screen will clear itself of the various Game
               Type stuff and the world-building pictures, to be
               replaced by the real game map.

Picking Burbs       Every player starts the game with at least
               one "Starting Burb" in his or her corner of the
               game board. You may also get to pick additional
               burbs if: 1) the scenario calls for it; 2) or is
               one of the privileges of your rank; or 3) you
               bribed the Modulians to get your own private
               version of the game. In such cases, you will be
               offered an empty Game Board. Simply position your
               cursor somewhere in the big map and press the left
               button to "make a wish." (Something along the
               lines of "Let there be a burb near" while holding
               your fingers crossed seems to work.) Your cursor
               will move to nearest yet-to-be-picked burb, an
               infantry unit will be appear on the top line to
               let you in on this. This process, called "picking
               your burbs," is first-come-first-served.
                    Once all players have finished picking their
               cities, the setup for the game is complete and the
               Conquest begins in earnest.

The Icon
Corner              In the top righthand display, or the "Icon
               Corner," the group which you command is surrounded
               by a white rectangle and is dominated by your
               personal icon. (The other three colors are, of
               course, commanded by humans and/or the computer.)
               Close to your icon will be a number which
               represents your present score. During the game you
               will also see icons showing the number of burbs,
               oil sites and minerals each player possesses. In
               the case of your own stuff, these counts are
               accurate, but the counts for your opponents
               probably aren't: they represent those burbs, oil
               sites and minerals that your units have
               discovered.



     PART IV: PLAYING THE GAME
     ~~~~~~~~~~~~~~~~~~~~~~~~~

THE TURN SYSTEM:

     Conquest is played in turns. Each turn has an "Orders Phase"
and an "Execution Phase." (Despite playtester demand, there is no
"Move Your Opponent's Pieces While He Is Not Looking Phase.")


The Orders
Phase               During the Orders Phase you can set
               destinations for your pieces by simply clicking on
               a unit, moving the cursor to the desired
               destination, and clicking again. (You'll find that
               this is the most common order you will give. You
               will also find that screaming orders at the
               computer console has no effect on the units, and
               may cause rapid deployment of the local
               authorities to your vicinity.)
                    When you decide that you're through and
               content with your orders, you the give the "I'm
               ready to fight" command, A.K.A. the "Execute"
               command, by moving your cursor to that button and
               clicking the mouse (or by pressing the <F1> key).
               This ends the "Orders Phase." The first player to
               "Execute" his orders gets a five-buck quickness
               bonus deposited into his treasury.

               Note: Orders given to planes while in the
               "Airplane Mode" are carried out immediately in the
               Orders Phase. Planes do not wait for the "Execute"
               command.

The Execution
Phase               During the Execution Phase, you watch your
               units as they move forward their destinations in
               single steps, discovering land and enemy units
               along the way and shooting at the opposition when
               within firing range - all without any need for
               further instructions or encouragement from you.
               Each turn has eight rounds (each round gives each
               unit a chance to move and/or fire).
                    Orders that take longer than one turn to
               execute will remain in effect until 1) the unit is
               destroyed, 2) the unit completes the order, 3) the
               unit is given new orders, or 4) the players smash
               their computers to small fragments of useless
               junk.
                    When the Execution Phase begins, the vertical
               green time bar on the left side of the main
               display will turn red and begin decreasing in six
               as the Execution Phase elapses. Players can use
               this bar to determine the remaining time left
               before the next Orders Phase (so they can sneak
               off to the fridge and back without slowing up the
               game). Players can also click on this bar at any
               time to effect a pause in the game.

               Important Note: Clicking on the timer bar WILL NOT
               save one of a player's pieces from impending
               disaster. It will only prolong the agony.

                    The only other feature of the cycle of turns
               in the game are the Random Events. Every five
               turns, a set of three Random Event "Cards" are
               presented for your edification, the last of which
               is the current event. (See the section on Random
               Events for a more detailed description.)


THE FIGHTING UNITS:


     Each team starts tie game with the pieces available for that
type of Conquest. Below is a list of all units possible for any
game of Global Conquest. (Sorry, but no nuclear weapons, stealth
bombers, or rayguns are available.) Units fight in a number of
different "modes." The most basic of these is the standard attack
mode, when you order the unit to plough into an enemy piece. The
units are ordered to take the other modes via their unit menus
(see the section on Menus).

Comcen              This unit is like the "king" in chess: if a
               player loses his Comcen, he loses the game. (See
               the section on Victory and Defeat.) However, the
               Comcen strikes twice as effectively as any other
               unit in battle. When the Comcen is in battle, your
               display will show "interference" to remind the you
               that is, and your career in Conquest, is at risk.
               The Comcen can fight, carry planes, and take over
               burbs, oil, or minerals. (Comcen can also convert
               to a "party barge," but this sort of activity is
               frowned upon.)

Planes              Planes can perform various air missions (as
               well as provide joy rides for the officers). To
               see your planes you must click the "Airplanes"
               button (or press F4) to enter "Airplane Mode." Any
               ready plane can be selected and given a mission by
               clicking the left mouse button while the cursor is
               near it. Note that all missions have a chance of
               failure, and that the probability of such a
               catastrophe occurring increases as the "range" of
               the mission increases, or the proximity of the
               target to enemy planes decreases. Missions
               executed in the outer, "medium range" circle are
               half as effective and/or twice as dangerous as the
               inner, "short range" circle.
                    The standard air mission is the attack/recon
               mission, generated by a normal click on the plane.
               The click selects the airplane and puts the two
               range circle on the screen. If you then select an
               enemy unit within the range circles, the plane
               will attack it. If you select an empty space, the
               plane will do a recon mission. Recon missions
               uncover any terrain within a radius of 8 spaces
               from the chosen spot and any units within 12
               spaces.
                    The held-click will provide the "Air Menu":
               Transfer, Paradrop, Bomb, Dogfight, Kamikaze, and
               Home missions (see below).

Spies               Spies are former politicians who, not being
               trusted with live ammunition, have been recruited
               for the dirty work needed to be done in Conquest.
               These units cannot carry weapons; the spy is used
               to gain information about the location of the
               enemy's units. The best feature about spies is
               that only an enemy spy can "see" another spy: to
               all other units the spy is invisible.
                    Typical to the politician's profession, the
               spy can also "steal." Unlike today's politicians,
               however, spies mostly steal information. If a spy
               ends its turn in an enemy burb, all enemy units
               within 25 spaces will be visible and the status of
               units being made in the enemy Comcen, info on all
               enemy units and burbs is available. In both cases
               this information is temporary and will vanish
               after the orders phase ends. Finally, spies ending
               their turn in an enemy burb sabotage that burb's
               production (for specifics see the "Economics"
               section).

               Note: When playing a scenario where Comcens,
               planes or spies are unavailable, the "starting
               units" of Comcen and spy are replaced by an
               infantry and a battleship (or another infantry in
               a transport if battleships are out).
Infantry            This unit fights, takes over burbs, takes
               possession of fuel and minerals AND can be used to
               "exploit" burbs and resources. When not moving,
               these units "digin", taking a superior defensive
               position. When these units are moved to sea, they
               become transports and move like ships. Transports
               can be killed easily by any other ship, but are
               the only ships that can mount amphibious attacks
               against land units, burbs, oil, and minerals.
               (Infantry transports CANNOT pull skiers behind
               them.)

Armor               This unit consists of a tank division. It can
               fight and take over burbs, fuel or minerals. It is
               twice as fast as an infantry unit and better on
               offense. However, this unit is worse at invading
               from water and is more costly than an infantry
               unit. Like infantry it also turns into a transport
               while crossing water and is just as defenseless
               (even though it weighs more and CAN pull a skier.)

Submarine           This unit lurks under water. It cannot take
               over burbs, fuel, or minerals. Its strong point is
               its "stealthy" profile, allowing it to surprise
               enemy vessels, where it does major damage at close
               range. However, once discovered, the sub is more
               vulnerable to destruction than are other warships.
               Like the other ships, subs will stop moving if
               their next movement would take them ashore. (Subs
               can pull two skiers simultaneously but this is not
               recommended when they are submerged).

Battleship          This unit patrols the oceans of the game
               board. It cannot take over burbs, fuel, or
               minerals. It can attack transports and other enemy
               naval forces. It has a moderate fire range and can
               bombard shore units. It is good against carriers
               in head-to-head combat and is better than carriers
               against subs. (It can also pull THREE skiers at
               the same time).

Carrier             This naval unit has a greater combat range
               than battleships (although it does a little less
               damage) and it can carry planes. It cannot take
               over burbs, fuel, or minerals (but it can pull up
               to FIVE skiers at one time).


UNIT MOVEMENT ORDERS:

     You select a unit to give destination orders by clicking on
it. As you move the cursor from its current location, you will
see a series of blinking dots trailing from the chosen unit to
the cursor location. This is the units's "path." The color of the
dots depends upon whether the unit will cross land or cross
water. This color change can help you see potential movement
problems, like ships trying to move ashore, to move off the
screen toward your wallet).
     do a normal click of the button and you have set a final
destination for the unit. The unit will move there over the exact
path that the dots have shown. However, you can also set
intermediate destinations between your unit and its final
destination. This is useful in moving around environmental
obstacles or an opposing group's forces. To set an intermediate
destination, select a unit as (which is demonstrated by that
portion of the path becoming non-blinking). Now you set another
destination from that point (with the blinking dots once again
showing the section of the path you are working on). Up to three
different intermediate points can be set before the final
destination. (If you attempt to set more than three intermediate
points, your computer will phone 911 and the police will raid
your home. This type of behavior will not be tolerated!)
     If you set at least one intermediate destination, you can
create a special movement order called patrol. To do this, make
the final destination of the unit the same as its current
location. This will cause the unit to repeatedly move through all
of its destinations. You can stop the patrol by giving the unit
different orders.
     You can always check your unit's path by placing the cursor
over it and waiting until the dots to its destination show in the
Map Window. Do this to ensure that your orders were correctly
understood. (Despite their low mentality, units CANNOT be blamed
for numbskull destinations.) If a new destination is desired
simply repeat the process. The old orders will be discarded in
favor of the new orders. If you start giving orders to a unit but
decide to leave the old orders alone, press the "Esc" key.
     The process to a destination takes time and, depending upon
the length of the move and the terrain crossed, may take more
than one turn. Movement through water is the fastest for all
units, and movement through swamp is the slowest. (See the
Technical Notes section at the end of these rules for specifics.)
     Infantry units can make passage through difficult terrain
easier for other units. If a stationary infantry unit occupies
the obnoxious terrain another unit is attempting to cross, the
moving unit moves at the standard movement rate instead of at the
lower rate for the terrain. It thereby becomes possible to create
"roads" of infantry through swamps, forests, or mountains. (The
unit stuck is normally not very pleased with this unglamorous
assignment, but who said war is fair?)
     A special type of terrain obstacle involves the transition
from transport to land unit for armor and infantry. When an
infantry or armor unit moves from land to sea, it will pause for
four rounds to load into its transports and to have a marshmallow
roast there on the beach. When going from transport to land
(unloading), it will take eight rounds. If the beach square has a
friendly dug-in infantry unit squatting in it, this
loading/unloading takes only one round, as the campfire has
already been lit. If the first sea square is a dock, there won't
be any delay at all because there is no beach upon which to start
a fire to roast the marshmallows.

Managing Your
Movement            The Destinations button on the Button Bar is
               a handy way to check up on all the destinations
               you have given. You can even "step through" your
               whole set of units examining and revising their
               plans by pressing then <Enter> key.


SEEING STUFF:

Terrain
Discovery           While moving around, your units will be
               uncovering the world's terrain and bumping into
               cities, enemy units, and resources. Some units
               have better eyesight than others and "discover"
               stuff at greater distances.
                    Units discover terrain at the following
               distances: an infantry or armor unit will reveal
               all terrain within three spaces, transports two
               spaces, subs one, battleships four, carriers five,
               spies one, and Comcens eight. (Note that if you're
               playing a game with "Open Visibility" - the "Eye
               Open" option - all terrain is discovered and
               visible at the beginning of the game.)

Unit Discovery      Units discover enemy units at the following
               ranges: infantry and armor will spot all units
               within five spaces, transports three spaces, subs
               four, battleships five, carriers six, spies ten,
               and Comcens six. Only enemy units within the range
               of your units (or spotted by your airplanes or
               spies) show up on your display during the "No
               Visibility" - "Eye Closed" - scenarios, and any
               attacking unit is immediately spotted by the force
               whose unit it is attacking. (In an "Open
               Visibility" scenario, even though you as a player
               see all the enemy units, your units don't: they
               still see each other at the standard ranges.)


BATTLE:
     Units fight automatically when they see enemy units and are
in firing range of the targets. They require no special orders
from you: your only responsibility is to tell them where to go:
if they plough into (or near to ) an enemy piece, they'll enough,
you may hear your name followed by a string of curse words. We
advise Conquestors to simply ignore this type of language from
the troops; as the commanding officer, it is beneath your
dignity.)
     Units will attempt to kill other units only when they have
gotten within "firing range" of the target. The firing range for
land units and transports is two, although to fire upon a ship
the unit must be adjacent to it. (Because unit icons are 1.5
spaces by 1.5 spaces, adjacent icons overlap slightly.)
Submarines can fire up to three spaces away at any target and
carriers can fire up to four spaces.
     The Comcen's firing range varies with the unit being fired
upon: against land-based units it is two, against battleships it
is three, and against carriers the distance is four.

Battle
Damage              As units battle, they take damage. The
               purpose of battle is to cause the opposing units
               to take so much damage that they cease to exist,
               except as fond memories in the mind of your
               opponent. This is called "killing them." Sadly,
               the enemy units will be attempting to do the same
               to your units. Whoever dies first may be said to
               have "lost" the battle. At the beginning of the
               game, all units start at a strength of 100%. As
               they fight, they will lose some of this strength.
                    To find out how a battle is going, position
               your cursor over one of the battling units and
               check out the Cursor Window. The combatants will
               be shown, each with its current strength below the
               unit. As the battle progresses, these strengths
               will go down. Once a unit has 0% strength left,
               the unit passes from Conquest to the Conquest
               Afterlife.
                    The damage an attack causes depends on the
               attacker and defender types, and may be modified
               by the defender's terrain. Land units can inflict
               greater damage by "glancing" their opponents -
               that is, by attacking a unit from two different
               directions. ("Taunting" will have no effect
               whatsoever on the attacked unit.)

Ship
Bombardment         Battleships and carriers can "bombard" land
               units once they are within range. However, this
               type of combat cannot reduce the land unit below
               30% strength.

Spies               Spies have a unique set of characteristics.
               They can't be spotted except by other spies, and
               they can't be destroyed unless they are spotted.
               Therefore, it takes a destroying unit (such as a
               Comcen or infantry) working with an allied spy to
               track down and destroy an enemy spy. (That, or the
               player can obtain a court order, which is
               extraordinarily difficult.) Also, spies specialize
               in personnel, not discovery: they "see" units at a
               range of 10, but only "discover" the area of the
               world that they physically pass over.

Submarines          Subs have special scanning rules. They can't
               be spotted by planes, spies or any other unit
               until they attack. However, once a sub is spotted
               it stays "seen" at the normal range of the
               "seeing" unit (e.g., 6 for carriers and Comcens, 5
               for battleships) but for a shorter period of time
               (only 2 rounds, which is considerably shorter than
               the 8 rounds for all other units). Subs can also
               see smoke rising from beach parties, but are on
               strict orders NOT to investigate unless a savage
               case of peace has broken out.


THE UNIT MENU:

     Units can be ordered to take different "postures" to help
your attacks or defense.  To access the "Unit Menu", put the
cursor directly over the desired unit and hold down the left
mouse button.
     A menu will pop up offering the following choices, depending
upon the circumstances and the unit chosen. (There are also
"quick select" or "hot keys" that, if pressed while the
cursor is
over a unit, will immediately execute the menu item.)

Repeat              This command is here to save you time, kind
               of like the "redial" feature on your phone.  When
               selected, the chosen unit will receive the same
               set of marching or sailing orders as the last
               unit.  This includes any intermediate destinations
               as well.  Example: You have just ordered an armor
               unit to attack a burb.  You place the cursor on an
               infantry unit and select "REPEAT."  You are
               ordering that unit to the same exact destination
               (which, in this case means to attack the same
               burb.)  The Modulians call this command "Monkey
               see, monkey do."  But actually, since the repeat
               function does not copy special orders such as
               Blitz or Wait, it would be more accurate to call
               it "Monkey move, monkey follow."  Obsessive
               accuracy is not a Modulian characteristic trait. 
               (Press the <R> key with the cursor over a unit to
               quick-select this item.)

Pursue              This command orders a unit to follow another
               unit.  After choosing this command, click on the
               unit you want "pursued".  Your unit will then try
               to follow the "clicked-on" unit.  This can be used
               on any unit, regardless of affiliation, but works
               best when used on a unit of the opposite sex. 
               (<P> is the quick-select key for this item.)

Sneak               This posture causes your unit to conceal
               itself.  This can be done by moving or stationary
               units.  The opposing forces must be three times
               closer than normal to spot you sneaky unit. 
               However, you unit can't see or fire at other units
               at all and can move only at half-speed.  Units in
               this mode are half-concealed on the game board. 
               (Press <S> to quick-select this item.)

Blitz               This posture causes your unit to move faster
               than in normal mode.  (For infantry the speed
               increase is about 100% while for most others it is
               about 50%.)  However, this also causes the unit to
               incur damage at a 2% rate per round.  Your units
               in this mode have a lightning-bolt symbol at the
               top.  Units will cease blitz mode when their
               strength reaches 20% or they reach their
               destination.  (Units which must use the latrine
               facilities will automatically choose this mode.) 
               (<B> quick-selects this item.)

Wait                This command is used to delay a unit's
               execution of its movement orders.  After picking
               this option you can pick from waits of: 0 rounds
               (used to discard a previous wait), 2 rounds, 4
               rounds, 6 rounds or until the unit completes its
               repairs.  (Pressing <W> sets a unit to "wait till
               repaired" if it is on a suitable repair sire or
               sets the wait for 4 rounds if it is out in the
               boonies.)

Home                If this command is executed while a unit is
               in a friendly burb, that burb will become its new
               home base from which it will get its support (see
               Environment section for more info on support).
               (Press <H> to quick-select this item.)

Exploit             This command is available only to infantry
               units, and only in scenarios where the "exploit
               effect" is selected.  (Of the four standard
               scenarios. only "Guns or Butter" offers the
               exploit effect.)  Exploitation offers various
               opportunities to improve economic output.  If
               implemented by an infantry positioned over a
               village or town, it may upgrade that site to the
               next higher level.  The odds of success are 30%
               for a village being made into a town, 15% for a
               town to develop into a city.  Regardless of the
               outcome, the infantry unit disbands (in order to
               open its own discotheque in the site).
                    You can also exploit any other type of land
               terrain to make a resource.  Mountains will
               produce a mineral site and swamps will produce
               fuel sites, while forests and plains may produce
               either one.  This type of exploitation is always
               successful but may be short-lived (especially in
               forests and plains).  Attempting to exploit an
               existing oil or mineral doesn't work.


AIRPLANES:

     Airplanes are another unit type with special rules.  If
"available" but not used for a mission, they automatically scan
for units and terrain within 12 spaces.  However, unlike other
units they don't automatically attack: they must be given
missions.

Combat Air
Missions            The following air missions are targeted
               against ground units.  To fly one of these
               missions, click on the plane (in Airplane mode, of
               course), then click on an enemy unit within the
               red circles.

          Short Range Air Strikes:
               Against enemy armor units and non-dug-in infantry
               units, this removes half of the unit's remaining
               strength.  For Comcens on land and infantry that
               is dug in, the air strikes remove one-third of
               their remaining strength,  (Which means that after
               the initial "strikes," the planes will kill land
               units VERY slowly.) Against battleships, carriers,
               and Comcens at sea, planes reduce the defender by
               a fixed 25% of original strength.  Against subs,
               the strength-reduction rate is 34% of the original
               strength, and against transports, the damage is a
               whopping 50%.

          Medium Range Air Strikes
               These cause damage at HALF of the short-range
               rate.

Success or
Failure of a
Combat Air
Mission             Planes do not always complete their missions:
               success depends on the proximity of enemy planes
               to you target and whiter the nearest enemy plane
               is available, or is resting (see below).  There's
               a base 10% chance of any air mission failing;
               range and opposition may increase this to as much
               as 75%.

          Air Missions With Enemy Air Units Adjacent the Target
                    If your target is on top of or next to an
               enemy plane, a dogfight ensues.  If the
               opposition's plane is unavailable, your chances
               are: 25% chance of completing the mission; 40%
               chance of mission failure; 10% chance of your
               plane being shot down; and 25% chance that your
               foes plane is shot down.
                    If the Opposition's plane is available, your
               chances are: 50% chance of mission failure; 25%
               chance of your plane being shot down; and 25% your
               opponents plane is shot down.

          Air Missions with Enemy Units in the Vicinity
               If your target is between two and 10 spaces from
               an enemy plane, the probability of your air
               mission failing ranges anywhere from 10% to 50%;
               one third of those failures will end up resulting
               in a lost plane.

               Sad Note: Even if there are no enemy planes within
               10 spaces, all air missions still have a 10%
               chance of failure.

Airplane
R and R             After flying a mission, a plane is
               unavailable for one turn (for short range missions
               and medium range transfers) or two turns (for the
               medium missions and long transfers).  Kamikaze
               missions kill your plane.
                 While resting, a plane cannot scan for enemy
               units (thus "seen" units may disappear), and
               cannot give "joy rides" to the grunts.

Airplanes in
Defense             If your opponents attempt an air strike
               against your forces and the strike is within 10
               spaces of your planes, your planes will
               automatically defend against the attack.  If your
               plane survives this defense, it will need even
               more rest than usual.  Planes need an additional
               1/2 turn of rest per attack they defend against.


THE AIR MENU:

Transfer            When chosen, a third "long range" circle is
               shown the greater distance which a plane can be
               moved to another burb or carrier.  When doing this
               type of mission, you may also click on an adjacent
               infantry to transport along with your plane, and
               both units will be moved to the chosen transfer
               burb.  (This is a popular maneuver since many
               soldiers have never ridden in an airplane before.) 
               You can use the "Hot Key" rather than the menu of
               you want; simply press the "T" to perform a
               transfer.

Paradrop            To perform this type of mission, you first
               click on an infantry unit that is VERY NEAR to
               your plane.  (If the unit is not close enough for
               a paradrop mission, you will get a message
               informing you of this.)  Next, select the spot
               where you want the paradrop to take place.  If
               that spot is not over another burb or over water,
               it will be another burb or over water, it will be
               carried out.  Planes based on your Comcen or
               carriers cannot perform paradrops.  Also, note
               that this mission causes the paradropped unit to
               lose 1/5th of its strength (20% of them landed
               head first).  The "Hot Key" for this mission is
               the "P".

Bomb                This mission brings about results which are
               remarkably similar to Congressional legislation:
               money (five bucks) is taken away from the burb or
               resource targeted and nothing returned.  Not that
               this has no effect on the Native forces because
               they are too poor to tax.  The "B" is the "Hot
               Key" for this type of mission.

Dogfight            These are strike missions designed to damage
               the air forces of your enemies.  After selecting
               this, put the cursor in the neighborhood of the
               target plane, and a Dogfight will take place.  "D"
               is the "Hot Key" for this mission.

          Short Range Dogfight Missions
                    If your opponent's plane is available, there
               is a 30% chance that your plane will be downed,
               but a 37% chance that the opposition's plane will
               be destroyed.  If your foes plane is unavailable,
               your chances of destroying the targeted plane jump
               to 40%, and the possibility that your plane will
               be eliminated drops to 17%.

          Medium Range Dogfight missions
                    When your opponent's plane is available, the
               chances for wither one of the planes to be
               destroyed is 25%  When the opposition's plane is
               unavailable, your chances for losing your plane
               drop to 10%, while the probability that your
               adversary will lose his plane remains 25%.

          Editor's Note
                    On Modulus, the previous discussion on plane
               mission success probabilities is further
               illustrated with multi-colored bouncing balls and
               dancing bears.  We regret not being able to
               duplicate the Modulians' teaching methods here
               but, due to time and budgetary constraints, we
               offer only the bare facts, trusting that they are
               sufficient for the average Earthling.

Kamikaze            These are strike missions in which the plane
               does twice its normal damage. The drawback,
               however, is that the plane does not return home,
               but passed on to the Conquest Afterlife.  The "Hot
               Key" for this one is "K."

Home                This option, though not an "air mission" is
               used to assign the economic support for the plane
               chosen.  Choosing this option causes the burb
               where the plane is based to become its
               "supporting" burb.  The "Hot Key" for this
one is
               "H".



     PART V: ADVANCED STUFF
     ~~~~~~~~~~~~~~~~~~~~~~

ECONOMICS:

Developed
Populated Areas
(The Burbs)         Developed populated areas (burbs) must be
               conquered and held to produce new units to command
               in battle.  There are five different types of
               burbs: village, town, city, metroplex, and the
               Native Capital.  After a burb type is captured and
               the turn is over, the Production Menu for that
               site will appear.
                    If the burb is a port, metroplex or capital,
               any type of unit can be made there.  If it is a
               village, only infantry can be made.  If the site
               is land-locked, no ships can be made.  Depending
               on the scenario chosen, various other constraints
               may be in effect for town and city sites.  ( See
               the Configure Menu section for the details of
               resource constraints.)
                    The site must be held for the duration of the
               production cycle to get the planned unit.  If
               during the production cycle an opposing force
               takes over the burb, that force can choose the
               partially completed unit from the production
               options and, when finished, it will be put into
               circulation for the conquering force.  If at any
               time before a unit is finished you decide to
               change what is being made at that site, all the
               money spent on that unit is lost and the new unit
               is started "from scratch."

Income              Village-sized burbs get four bucks per turn,
               towns get six, cities get eight, and capitals and
               metroplexes get ten.  Resource sites (oil or
               mineral) provide an additional two bucks each. 
               This money is just as necessary in Conquest as in
               life: money keeps your forces maintained, produces
               new units, and impresses the in-laws.

Support
                    All built units are economically "supported"
               by a burb.  Initially, the site which builds a
               unit supports it, shelling out one, two, or three
               bucks per unit per turn (depending on the scenario
               being played).  The supporting site makes the cash
               that maintains the unit, so if a burb is taken
               over by an enemy, all units that site built will
               suffer maintenance damage until they re-base in
               another burb (see "Non-Support," below).
                    Every burb has a budget to follow.  Unlike
               reality, however, the burbs in Conquest CANNOT
               deviate from the budget or divert cash to the
               player's pocket.  All available cash is first
               spent to maintain a burb's "supported" units.  If
               a burb is supporting more units that it can pay
               for, some of the units based in that burb will
               suffer maintenance damage (known as "NO SUP").

Production          If there is any cash left after maintenance
               support payments are made, the excess is spent
               producing the unit you have ordered the burb to
               build.  If you haven't ordered the burb to produce
               a unit, a quarter of its remaining income will go
               to maintain the factories of that burb, and
               anything left from that will be safely tucked away
               in the burbs piggy bank for use on a rainy day. 
               Thus, if you don't build any units in a burb for a
               while, and it isn't supporting many units, your
               burb will probably build up a nice nest-egg. 
               Later on, you can blow all of the burb's savings
               to build units real fast, or you can spend it all
               on a wild weekend with the troops.  However, this
               last alternative is discouraged as it helps the
               spread of undisciplined behavior.

Resources           Fuel and mineral deposits are found in random
               places on the world, the fuel in swamps and the
               mineral in mountains.  They are initially hidden,
               and are revealed only after land units have moved
               adjacent to them (airplanes, ships and spies
               cannot find resources).  Resources are captured in
               the same way as burbs.  In all scenarios, each
               captured resource contributed two bucks to the
               income of your nearest burb.  In some scenarios,
               however, resources are necessary to build certain
               type of units: this depends on the role of
               resources specified in the scenario.
                    Units can repair if they are stationary on
               resource sites. (Because of the fire hazard, units
               CANNOT throw wild parties on resource sites.)

Non-Support         An unsupported unit (one whose burb base has
               been captured, or is supporting more units than it
               can afford) suffers maintenance damage at a rate
               of around 20-30% per turn.  Note that units can't
               be destroyed by this maintenance damage, but can
               drop to as low as 10% strength.
                    Unsupported units will display the legend "NO
               SUP" in the cursor window when under the curser. 
               Despite this, they can still move and act
               idiotically.

Bombing Burbs
and Resources       If a plane bombs a burb or a resource
               attached to a burb, five bucks are taken directly
               out of the burb.  Repeated bombing may put the
               balance of the burb into a deficit situation,
               where it cannot support all the units assigned to
               it (much less continue work on the unit under
               production)!

Spies and
Production
Sabotage            It is perhaps in this area where Conquest
               most closely resembles life as we know it: the spy
               (former politician) will sabotage the income of a
               burb if it ends its turn in an enemy-held burb. 
               It will add eight bucks per turn to the cost of
               the unit currently under production.  For example,
               if, after supporting existing units, a burb is
               earning ten bucks/turn toward production of new
               units, the spy will in effect "cancel" eight of
               those bucks, and the burb will end up only two
               bucks closer to producing the unit.  Multiple
               spies bring about results which closely simulate
               long court proceedings: they are devastatingly
               cumulative.  A burb with enough spies in it may
               never be able to produce new units.

Managing
Your Bucks     Getting Info on your bucks
                    Two of the buttons in the Button Bar are
               dedicated to helping you keep up with your bucks,
               burbs and production: TERRAIN and BURBS.

               The Terrain Button
                    Clicking on the TERRAIN button shows the
               world without those nasty little units mucking to
               your view.  Also, in the Map Window the center of
               each burb shows the type of unit under
               development.  If you click on a burb (yours or one
               which your spy has infiltrated), the burb's
               Production Menu is shown.  Here you can see the
               site's name, present economic balance, level of
               income, supporting costs, build costs, and any
               cash surplus.  While in this display, you can also
               alter the burb's production orders (unless you're
               spying on an enemy's burb).

               The Burbs Button
                    The BURBS button offers a pretty darn
               complete overview of all the economic information
               available in Conquest.  By clicking on the BURBS
               button on the Button Bar, you enter "Burb Mode,"
               which brings up the Burb Menu.  This menu gives
               you a quick reference to the economic situation of
               all your burbs simultaneously: burb type,
               supporting resources, build commands, time left
               until completion of units, income, support, and
               present balances.
                    There are three functions accessible through
               this menu: "Build," "Transfer," and
"Support,"
               Clicking these buttons sets what you can do with
               the burbs listed.
                    When "Build" is set, if you click on a line,
               you get access to that burb's Build Menu.  After
               you finish with that menu you are returned to the
               Burb Menu.  A heldclick brings up the "Unit
               Support Display" (from which you also return to
               the Burb Menu - see above).  A right button click
               (or <Space>), exits the Burb Menu and positions
               the cursor over that burb.
                    When changing unit production orders for your
               burbs, there can often be a loss of bucks when a
               partially-completed unit is scrapped and
               production is started on a newly-ordered unit. 
               With the Burb Menu, however, just a quick glance
               at the "Build" column will tell you if changing
               production orders will waste your bucks: burbs
               ready to start production on a new unit will have
               RED letters and numbers; burbs which are already
               into the production cycle will display BLACK
               letters and numbers.  Any burbs with units going
               unsupported ("NO SUP") will have their SUPport
               column printed in red.

Getting Your
Hands On
Your Bucks          The Burb Menu also gives you access to your
               treasury.  At he top right of the menu, you will
               see the total amount of cash in your Treasury. 
               You can use this Treasury balance to manipulate
               the balance of your burbs.

          Getting Bucks From the Burbs and Into Your Treasury
                    With the "Transfer" button set, you can click
               on one of the listed burbs to transfer ten of your
               bucks from that burb to your Treasury.  (In the
               "Guns or Butter" scenario and other income-based
               scenarios, the money in your Treasury is a BIG
               part of your final score.)  After clicking on a
               burb name, the cursor will turn into a Dollar
               icon.  To add the cash to your Treasury, simply
               place the dollar into the Treasury Total, and ten
               bucks will be transferred.
                    A surplus balance in your burbs is created by
               spending less on support and production than your
               income - a bizarre notion.  This "balance" (as it
               is listed in the production menu) may be handy if
               you want to build a unit in a burb on the spur of
               the moment.  However, if that burb is conquered or
               the dreaded space pirates random event happens,
               your little nest-egg will vanish.  Once cash has
               made it into your Treasury, tough, it is safe from
               all hazards (except, of course, you early demise).

          Getting Bucks From Your Treasury and into a Burb
                    You can also move cash out of your Treasury. 
               However, when you move money from the Treasury to
               one of your burbs, you will incur a stiff 50%
               "bankers' bribe"

          Getting Proper Support From Your Bucks
                    The Burb Menu also allows you quick access to
               unit support assignments.  When one of you burbs
               can no longer support a unit, or if you just want
               to change where the unit gets its support from,
               click on the Support Button.  Then click on any of
               your burbs.  This brings up that burb's "Unit
               Support Display."  In the map window, you'll see
               the units attached to the burb, as well as any
               resources attached to that burb, and any
               unsupported units.  You may reassign unsupported
               units by clicking on them and then on the burb you
               want them to call home.
                    While in the Support Display, you can check
               the current income and support costs for other
               burbs by holding the cursor over them (which makes
               finding a suitable home easier).  You can bring up
               the Unit Support Display for other burbs by
               clicking on the new burb.  Finally, a held-click
               will bring up a burb's Build Menu so you can
               change what the burb is producing.  After you exit
               the Build Menu, you will see the support
               assignments for that burb.
                    To exit the Support Display, press <Esc> or
               click on an empty space on the map.

TREATIES:

     Just as on Modulus, treaties can be established in Conquest. 
However, Earth players of Conquest will be pleased to discover
that they DO NOT have to go through the traditional "Hind-
Quarters Kissing" ceremonies required of all peace-seeking
Modulians.
     There are three levels of treaty relationships:

Cease Fire          This is the first and most casual level where
               neither side can shoot at the other side until the
               agreement has been broken.

Alliance            Allies can see all units and discoveries of
               their ally, and cannot do battle with them.  They
               also receive a 25% boost in income from all their
               burbs and resources.  (All your citizens are so
               pleased that your country finally has a friend
               that they work extra hard.)

Teammates           The final and most intimate of relationships
               allowed in Conquest, allies at this level are
               allowed to give orders to any unit in the
               alliance.  On Modulus, this level traditionally is
               followed by a splitting-up of responsibilities
               between teammates: one ally would take the ground
               forces, and the other would take the naval forces,
               for instance.  (There is no income bonus for this
               level since the citizens have now become jaded and
               question whether the "marriage will work.")

Making and
Breaking
Treaties            Global Conquest players can seek to create or
               break relationships by clicking on the TREATIES
               button above the Icon Corner (or by pressing
               <F9>).  After clicking on the button, place the
               mouse cursor over the color of the force with
               which you wish to make or break a treaty.  Then
               click either 1) the left mouse button to BREAK a
               previous treaty, or 2) the right button to OFFER a
               new level of allegiance.  Either button changes
               the level of cooperation between the players to
               the next level, which becomes effective AFTER the
               present "Orders Phase" is completed.
                    If you offer a closer level of allegiance and
               the other player does not respond during the same
               turn, no change in treaty level is made.
                    If you seek to break a treaty, you may do so
               without your partner's permission, but only at the
               rate of one level per turn.  However, if your
               partner AGREES to the break during the turn, you
               may sever ALL vestiges of allegiance in one turn.


VICTORY AND DEFEAT:

Conquest Over
One Comcen          When a Comcen is destroyed, it's called a
               "KO." (To Modulians this is short for "Kicked
               Over" but through a curious quirk of fate it also
               fits our boxing term "Knocked Out.") If there is
               still more than one Comcen left, a Conquest Death
               is recognized and eligible players are required to
               attend the "Probate of the Last Will and
               Testament."  In the Probate, all of the deceased
               player's money, burbs, units, and score points are
               "probated" to the surviving players.  Since this
               redistribution of assets is based on the
               geographical proximity of the surviving Comcens,
               Modulians have dubbed this rule "The Closest Gets
               the Mostest."  (In scenarios where there isn't a
               Comcen, eliminating all of a player's units and
               taking all of his burbs has the same effect as
               knocking out the Comcen.)
                    The player whose units delivered the "Coups
               de Grace" (called the Executor of the Will) gets
               all of the Deceased's spies, as well as all of the
               Deceased's units within 40 spaces of his Comcen. 
               The rest of the Deceased's units not grabbed by
               the Executor go to the nearest Comcen within 40
               spaces.
                    Any of the Deceased's units that are further
               than 40 spaces from any Comcen either go to the
               native forces or disband (they flip a coin amongst
               themselves to decide which).  All units that "go
               native" become infantry since the natives are not
               allowed to operate heavy machinery without a
               license.
                    The Executor of the Will also gets half of
               the Deceased's treasury and score (depending on
               the scenario) PLUS any of the Deceased's burbs
               within 20 spaces of his Comcen.  Finally, all
               airplanes in burbs or on carriers that the
               Executor of the Will received will survive, but
               all of the others will fly away in a final act of
               defiance.
                    In the top righthand icon display, the
               conquered group's background color will change to
               that of the conquering force.  By keeping up with
               this display, a player can stay updated on the
               opposition's conquests and defeats.

               Note: On Modulus this entire process takes weeks
               and involves hundreds of extended family members. 
               However, through the magic of computer science, we
               have reduced this process down to less than a
               pixel and 1/16 of a second.

Conquest Over
All Comcens         The last Comcen alive claims "Won By KO"
               victory and is recognized as the victor.  Nothing
               else is necessary.  After all, if you've done
               that, you've done quite enough damage for one day,
               don't you think?

Conquests of
ALL Capitals/
Metroplexes         If one player owns  the
               four Metroplexes at the beginning of a turn, that
               player wins a "Capital Win" victory.  You DO NOT
               have to destroy all remaining Comcens, but can
               claim Conquest by what is called "Right of Rule
               and Right of Way."

Scoring
Options             Although every Conquest game uses one of
               these formulas for calculating the score shown in
               the Icon Corner, only in games where there is a
               time limit does the score determine the winner. 
               In an unlimited time game only "KOs" or
"Capital"
               wins count.

          Income
                    The scoring of this type of Conquest is
               calculated as (get ready for this) the total of
               one-half the money in your Treasury, plus the sum
               of the balance of all your burbs, plus the sum of
               income per turn of all your burbs and resources,
               plus the "scrap value" of all your units (about
               one tenth their cost).

          Capital
                    You get points in this one for each burb you
               own.  Villages are worth 20, towns 30, cities 40,
               metroplexes 50, and the native capital 2500.  It's
               possible to win this game without capturing the
               native capital, but not if someone else does!

          Head-Count
                    The points for this type of Conquest are
               based on the amount of damage you inflict on your
               adversaries (NOT on the number of friends you can
               make during one of these games).  Points are
               awarded for each hit of damage to all opponents
               EXCEPT the native forces; damage inflicted on
               natives has no effect on your score.  The points
               you receive depend upon the value of the unit you
               are damaging.  Hitting an opponent's Comcen gets
               you 16 points per hit, while damaging an infantry
               will only give you two points per hit.
                    However, "Head-Count" scenarios allow you to
               lose points as well: if a Native unit damages one
               of your units, you will LOSE points for each hit.
               (You don't lose points when any opponent OTHER
               THAN the natives "hits" your units.)
                    Finally, notice that, as on Modulus, no
               player can ever get below a score of zero.
               (Modulians do not believe in negative numbers.)

          Incomplete Games
                    If, God forbid, you decide to end a game
               before any player has won outright, you can still
               use your ending score to decide the winner. 
               However this is unsatisfying to some players, and
               those who consistently decide to end games when
               the "just happen" to be ahead are considered to be
               in need of "straightening their priorities."

          Defeat
                    If your Comcen is destroyed, or your last
               unit and burb is taken, you have lost. Period. 
               But that doesn't mean you can't still enjoy
               Conquest.  If other "computer-controlled" Comcens
               are still alive, a menu will appear giving you an
               option of either watching the conclusion of the
               war or taking over an unmanned force.
                    If you choose to take over an unmanned force,
               you get to pick which of the remaining groups to
               command.  Note that it is considered rude not to
               chat with your human opponent(s) about this move
               before making it: they may not invite you back if
               you beat them on your second chance!


RANDOM EVENTS:

     Ban the Modulian, desiring to make Global Conquest as
lifelike as possible, included the following list of realistic
random events.  These events are like "chance cards."  (On
modulus they use billboard0size cards to protect against dealing
from the bottom of the deck).  After an event has taken place in
a given game, that possibility will not come up again until the
event deck is exhausted.  The card deck for a game when the TAME
option is selected is made up of the cards listed under Realistic
events below with five "no event" cards thrown in to make a total
deck od 20 cards.  The WILd option includes both the Realistic
and Exotic events along with eight "no event" cards to make a
total of 40.  Thus, with an event every fifth turn, only a game
lasting 100 turns will use all the cards in the tame deck, and
200 turns would be required to see every card in a wild deck.

Foreshadowing
(Cheating)          Despite the size of their event cards, the
               Modulians still find cheating to be irresistible
               and have developed their own "Honor System,"
               whereby limited cheating is not only acceptable,
               but expected.  Therefore, players will be allowed
               to "peek" at TWO possible upcoming events at the
               start of each new event.
                    To be fair (as such a concept is understood
               by the Modulians), the Modulians allow losing
               players to cheat better then players who are ahead
               in score: the player whose score is the lowest at
               the time of the random event gets to look at the
               next two cards, though not necessarily in the
               correct order.  The player who is second from last
               gets to peek at two cards from the next THREE
               possible events.  The player who is in second
               looks at two from the next possible FOUR, and the
               player who is ahead gets to see two from the next
               FIVE.
                    The Modulians use this system so that the
               lowest-scoring player knows the next two events
               (though not their order) and the winning player
               has less than a one in five chance of guessing the
               next event correctly.  (Two is the allowable
               cheating limit on Modulus; any cheating over that
               limit is considered "tacky," and the offender is
               tied to a chair and forced to watch three
               consecutive hours of game shows as punishment. 
               Needless to say, this punishment is rarely
               necessary.)



     PART VI: MORE STUFF...
     ~~~~~~~~~~~~~~~~~~~~~~

THE CONFIGURE MENU:

     The configure menu allows players to set the Conquest
environment to their individual taste.

Custom Game         Choosing this option allows you to build your
               favorite type of scenario.

Interface           This option allows players to pick: 1) Icon
               Types; 2) Game sound options; and 3) Belief System

          Game Sound Options
               A. No Sound.
               B. PC Speakers.
               C. Adlib and compatibles.

          Belief System
               The Belief System selections include:
                    A. Modulians.  PLayes who choose this icon
               conform with the traditional Modulian beliefs of
               Life, Liberty, and the Pursuit of Fast Food.
                    B.  No Modulians.  Picking this one signifies
               the player's lack of belief in Modulians.
                    C.  Ultra Modulians.  The Players who choose
               this icon are stating that their belief system
               closely resembles that of the "Ketchup Jammer
               Kids" of Modulus, whose motto, "don't manipulate,
               cooperate," is legendary.

               Editor's Note:  These buttons don't seem to do
               much of anything at all.  If you find out
               differently, please let us know.

Player's
Options             This menu choice allows you to pre-set 1)
               Your player name, 2) Your player icon, and 3) Your
               player "rank."  These choices will be preserved
               along with your custom setup for loading at game
               time.


BUILDING YOUR SCENARIO:

     During the "build" process, you will be presented with the
following menu choices.  Simply choose your favorites from the
menus, then save the scenario with an appropriate name.

Setup Options
          Units Allowed: You choose which units you will be using
          for the Conquest.

          Burb Number: Set the desired number of starting burbs. 
          All players start with a corner "Metroplex," but this
          option allows additional burbs to be owned at start-up.

          Starting Cash:  This option allows the players to set
          the starting "balance" of their Metroplex.  (When
          playing with multiple starting burbs, the secondary
          burbs get half of the chosen amount in their balance.)

Economic
Options   Support Costs:  This option allows you to set the
          support costs of the units.

          Burb Level:  Set the average economic status of the
          world by choosing from poor, middle class, or rich.

Effect of
Resources      Here you can decide what role resources will play. 
          Options available include:

          1) Provide Money.  The default level, this choice means
          that they simply provide economic support (two
          buck/turn) to the nearest held burb.

          2) Oil is Needed to Build Tanks and Planes.  In this
          role, all resources still give your nearest burbs two
          bucks per turn, but oil is now a necessity for building
          armor and planes.  An oil resource must be either
          "attached" or within 25 spaces of one of your burbs i n
          order for you to use it.

          3) Minerals are Needed for Building Ships.  Choosing
          this one not only includes the two previous "roles" for
          resources, but also makes the mineral resource a
          necessity for building all naval units.

Effect of
Exploiting          Here you get to decide what the "Exploit"
               option will do.  The electives include: 1) No
               Exploitation Available; 2) Exploitation Upgrades
               Burbs; or 3) Exploitation Can Upgrade Burbs or
               Make New Resources.

Scoring             Here players can set the way scoring is
               calculated: 1) income; 2) Capital; or 3) Head
               Count.

Play Option         The following selections are made available
               in the hope that they allow the destruction and
               death of the opposition to be carried out in
               relative comfort and ease.

How to End
Turns          There are two types of ending: Cutthroat and
               Times.

          Cutthroat Endings:

               1) Immediately (exploding firecracker icon):  In
               the solo game, the orders phase ends when you
               click on the Execute button.  In the multi-player
               game, the orders phase ends five seconds after one
               player clicks on the Execute button.

               2) After Short Delay (firecracker with a short
               fuse0: In solo game, this works just like
               "Immediately," above.  In the multi-player game,
               once any player clicks the Execute button, the
               other players have twenty more seconds to complete
               their turn.

               3) After Long Delay (firecracker with a long
               fuse): In a game with two or more players, players
               have 60 seconds PLUS the time taken by the
               quickest opponent to complete their orders.

               Note:  For multiple players on one machine, the
               five second or 20 second "delayed" time is added
               to the shortest time taken by the quickest player
               previous to you.  For example: if you are the last
               player and everyone before you went quickly, you
               will have a very short turn.  Also note, however,
               that for multiple players on one machine, player
               turns rotate: in the next turn, the last player
               becomes the first player.

          Fixed Time Endings
                    These options give you a fixed amount of time
               to give orders.  You can make the "Orders Phase"
               last two minutes or four minutes.  Even with these
               options, you can still click on the Execute button
               to offer to end the turn early.

Game Length         Each and every Conquest doesn't have to end
               with the annihilation of the opposition's Comcen,
               or the capture of the Native capital and the four
               metroplexes.  We are all civilized people here. 
               Choices include 1) 30 turns, 2) 60 turns, 3) 90
               turns, 4) 120 turns, or 5) an infinite number of
               turns (or until they drag you away from the
               computer to recover in the asylum).

Opponent
Visibility          Here you can decide what the players are
               allowed to see of the opposing forces and worlds
               map.

               1) Eye Closed:  This means that players can see
               only opposition units when they are scanned and
               know what they have discovered themselves.

               2) Eye Half Open: In this option, you see any land
               discovered by any of the players.  You also see
               any units seen by any of the other players.  This
               excludes what the natives see as well as whatever
               each player knows about his own stuff.

               3) Eye Open: This lets you see all units all the
               time and the world is totally known from the
               beginning.

               Note: Aside from offering variety, these options
               are primarily offered to accommodate multiple
               players on a single machine.  With the "Half-Open"
               all players can jointly watch the execution phase
               and must look away when it is another player's
               order phase.

Random Events       Selections include: 1) No Random Events (for
               the weak of heart), 2) Tame Random Events (for the
               timid), or 3) Wild Random Events (for the mentally
               and morally sound).


WORLD TYPE OPTIONS:

     This menu is provided so that you can create your own
personal world loaded with all of your favorite, most malicious
characteristics.

Board Size     Large, Medium, and Small.  The left-most option
               allows selecting a name of a custom map.

          Map Density Features: Land mass, forests, mountains,
          swamps, fuel sites, mineral sites, burbs, and
          indigenous forces can all be set to the desired levels.
               By combining the different attributes, players can
          set the difficulty level of each game.

Saving Your
Scenario            After selecting your favorite factors from
               the previous menus, you will be brought to the
               Save a Scenario screen.  You must save your
               "Built" scenario so that you can choose it the
               next time you play Conquest.


MULTI-COMPUTER GAMES:

Connect Menus
Option              If any player was designated as the "Remote
               Player" from the Player Options Board, you will be
               shown as the Connect Options Menu and allowed to
               pick from these options:

          Modem/Phone
                    Choose this one if you want to use your modem
               to kill your best friends and enemies.  If you are
               doing the dialing, simply choose that option and
               enter your enemy's phone number.  IF you are doing
               the answering, pick that choice and wait for the
               connection.

               Note: The phone number string can contain a "T" as
               the first letter if you are not getting "touch
               tone" noises and would like them.

          Direct Serial
                    By using "Null Modems," you can hook two
               computers together via serial cables.  If you have
               made this sort of connection, you can use it to
               play a multi-computer Global Conquest.  Choose
               Direct Serial from the Conquest Options Menu to
               use this sort of connection.

          Existing Connection
                    Global Conquest can also use pre-existing
connection.  If you have a modem connection with your opponent
through a telecommunications software package and you both decide
on a bit of Global Conquest, simply do the following:

          1) Set the connection parameters correctly: go to the
          software's port options and
               A) Set the data bits to 8.
               B) Set the stop bits to 1
               C) Set the parity to NONE.

          2) Exit your software WITHOUT breaking the connection. 
          Most communication software packages will ask you if
          you are sure you want to exit without breaking the
          connection.

          3) Load Global Conquest.  After setting the game
          conditions and reaching the Connect Options Menu,
          select Existing connection and the game will start. 
          Note that if you have already played a game of Global
          Conquest and decide to play another, this option allows
          you to retain the connection while setting the game
          conditions.

          After a Successful Connection
                    Once the multiple machines are properly
               connected, a version of the "Player Options Board"
               is presented that displays the icons, names and
               ranks of the players involved.

          Note: It is possible to hide the fact that you are a
          human player from a remote opponent by picking the
          default name and icon that would be chosen if the slot
          you occupy were a computer opponent.
               The human player who is on the highest bar of the
          "Player Options  Board" will send his chosen scenario
          and that is the one that will be played.


MANY PLAYERS ON ONE MACHINE:

     In these games, you and one or more other humans are playing
Global Conquest on the same machine.  You set this up by clicking
"This Machine" on more than one bar on the Players Options board.

Swivel Chairs
Recommended         When one player has finished his orders phase
               and presses "Execute" ( or his time runs out), the
               computer screen turns grey and flashes the message
               "Press Key for Magenta Mob."  The current player
               ambles off; the Magenta Mob player presses a
               button; the grey screen clears and he sees his
               position.

Turn Order          With multiple players on one machine, player
               order changes from turn to turn.  Int the first
               turn, Player A goes first.  He sees the random
               event card and he inputs his orders.  Then it's
               player B's turn, followed by C and D.
                    When player D finishes his turn, the
               execution phase begins.  He sees it from his
               perspective; that is, he can see anything he could
               during a normal game.  Then it's his turn again
               (he makes two turns in a row).  When he's
               finished, it's player A's turn.  Player A click
               the button, then quickly scans the screen to see
               what happened during the last execution phase.

Other Ways
to Play             You don't have to play Global Conquest blind,
               if you don't want to.  If you make a custom
               scenario and pick "Eye Half-Open" option,
               everybody can watch every execution phase.  If you
               pick the "Eye Open" option, everybody can watch
               each player's orders phase as well.

...enjoy the game!
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Quiz