^\74 SRE ^\70³ 0.980 ³ Solar Realms Elite ^\07 ^\0AWritten by Amit Patel in Borland C++ 2.0 (Borland International) ^\07Call ^\0EThe Solar Realms BBS^\07, sysop ^\0ESunStriker ^\0B(713) 855-1665^\03 Houston, TX ^\02Send comments, registration forms, suggestions, and bug reports to: ^\0AAmit J. Patel 4851 Cairnsean Houston, TX 77084-2541 ^\0ETo get started ^\09ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ^\07 In ^\0FSolar Realms Elite ^\09[^\0BSRE^\09]^\07, you rule a solar empire. The goal is to become and stay the most powerful empire. You can gain strength by buying forces, and you can gain size by colonizing planets. You start with 2 ore-producing planets, 10000 megatons of food, 100 soldiers, 1 government management planet (if your sysop has government planets enabled), and 2 generals. You are required to feed your people and army, and to pay your planets and army. If you fail to do these things, disastrous results may occur. You are given 20 (set by sysop) turns (years) of protection, during which you can not attack or be attacked. You can not perform covert operations (except Spy). This provides a way for smaller empires to build up their defenses and planets before they enter the "real world". ^\03A note on time units in SRE: ^\0ETurns ^\07and ^\0EYears ^\07are game time ^\0EDays ^\07and ^\0EHours ^\07are real time The first thing you will see is the lottery. If you buy a ticket, you must pick 4 numbers, and depending on how many of your digits match the winning digits, you may or may not win money. If you win, the money will go into your bank account, which can be accessed ^\0CONLY IN THE REGISTERED VERSION^\07 (Get your Sysop to register this game if she or he hasn't already done so!). The first menu you will come across is the Diplomatic Relations menu. This menu has 8 options: ^\0E1^\07 - ^\0ANeutrality Treaty^\07 - This is a treaty with another empire that will prevent you from being attacked by the other empire ONLY IF the treaty is for more than 0 days. It also allows trading. ^\0E2^\07 - ^\0AFree Trade Agreement^\07 - This treaty will also protect you from being attacked by the other empire if for more than 0 days. This treaty also will earn money from tariffs from trade with the other empire. ^\0E3^\07 - ^\0AMinor Alliance^\07 - This treaty will not only protect you from the other empire's attacks, but the other empire will also send you defensive forces when you are attacked. You will automatically send him or her forces when he/she is attacked also. ^\0E4^\07 - ^\0ATotal Defense^\07 - This is the same as the Minor Alliance, but each of you will send more forces in defense than in a Minor Alliance. ^\0E5^\07 - ^\0AArmed Defense Pact^\07 - This is a Total Defense pact that only applies to soldiers sent in defense, but more soldiers are sent with the Armed Defense Pact than with the Total Defense. ^\0E6^\07 - ^\0ACruiser Protection Plan^\07 - The heavy cruisers of both empires patrol the planet areas of both empires, to provide protection. ^\0E7^\07 - ^\0ABreak Treaty^\07 - This will automatically break ANY treaty. BUT, if the treaty is for more than 0 days, the treaty is not broken until the other empire plays and learns of it. ^\0E8^\07 - ^\0AView Relations^\07 - This gives you a list of relations with other empires. A treaty is used to ensure protection with your allies. You can propose one of the 6 types of treaties with another empire, and if the empire accepts the treaty, you two will be friendly for a period of time. If you specify a length of time for the treaty to be obeyed, during that time, the treaty is binding. The other empire may not attack you or perform covert operations on you. Likewise, you are prohibited from attacking or performing covert operations on the other empire. When the treaty expires, or if you specify 0 days for the length of the treaty, the treaty still exists between your empires, but an attack or covert operation is not strictly prohibited. Performing one of these actions immediately cancels the treaty. Breaking the treaty is also immediate if the treaty has expired. Use of these treaties allows small empires to bond together or with larger empires. Also, trading is only allowed with empires you have relations with (by having a treaty). Both the Neutrality Treaty and the Free Trade Agreement are meant to allow trading and to show good faith without making a commitment of forces for defense. A guerilla ambush, however, is a surprise attack, and military defense treaties do not help the defender. Next, you will see a status screen with information about your empire. It will show such items as your credits, the number of each type of force you own, the number of each type of planet you have, the condition of your empire, the efficiency of your army, the number of covert agents you have, and your population. You will next be prompted to pay your forces. You will have to pay to maintain your planets, pay the bank (if you have a loan), "donate" to the Galactic Coordinator, and spend money to reduce crime. If you do not have enough money, you may not have to donate, and if the game is REGISTERED, and the sysop has installed a bank, you may visit the bank before paying the forces (to get a loan or withdraw your savings). ^\0ENOTE^\07 : The number in brackets ^\09[]^\07 is the default. If you press ^\09[^\0BENTER^\09]^\07, the default will be used. If it shows as ^\09[^\0B=^\03####^\09]^\07, it is the maximum; default 0. Then you will go to the food market where you can Buy or Sell food. The Food Market is owned by the Galactic Coordinator, who is trying to make a profit. She or he sets prices depending on how much food the market has, so if there is a lot of food, the prices will be lower, and less food means higher prices. Next, you must feed your population and army. This is exactly like Paying them. If you can not feed them, you will be asked if you would like to return to the Food Market to buy more food. You next come to the covert operations menu ^\09only if^\07 you have covert agents. Here are the options in this menu : ^\0A1^\0B - Send Spy^\07 You can get information about another empire, similar but less detailed than your own status screen. Spying may not always be successful, but you can guarantee that you can get a spy report by bribing a spy in the other empire (see option 9). You can spy as many times as you like. ^\03*^\0A2^\0B - Insurgent Aid^\07 By sending rebellious troublemakers and pamphlets an opponent empire, you can increase the internal violence in that empire. To restore peace may be costly or impossible for the other emperor, and may cause civil war. The violence in the other empire will cause tourism profits to decrease and the population to drop. Insurgent Aid can be attempted once per turn per empire. ^\03*^\0A3^\0B - Set up^\07 Your spies send reports to empire A that it was attacked by empire B. Empire B receives a report that empire A attacked it. Although the two empires may have been at peace prior to your meddling, they will believe that they were attacked by the other, and may retaliate. This operation can be performed once per day to the empires. You cannot set up empire A with empire B and then empire A with empire C on the same day, but you can set up A and B and then C and D. ^\03*^\0A4^\0B - Support Dissension^\07 Your spies will encourage the opponent empires's soldiers to desert their posts. This operation can be performed once per day per empire. Your spies will not attempt the action for 12 real hours. ^\03*^\0A5^\0B - Demoralize Troops^\07 By sending distractions and interruptions to the target empire, you can reduce the training efficiency of their soldiers and reduce the effectiveness of the army. You can demoralize troops of each empire only once per day. Your spies will not attempt the action for 12 real hours. ^\03*^\0A6^\0B - Bombing Operations^\07 Your spies can booby-trap the target's food supplies. Some or all of the food may be blown up. This is useful in starving another empire to death. You can bomb the food supplies of each empire only once per day. ^\03*^\0A7^\0B - Relations Spying^\07 Your agents discover the treaties held by another empire. You can perform this action as many times as you like. ^\03*^\0A8^\0B - Take Hostages^\07 Your terrorist spies capture a prominent official from the other empire and demand a sum of money for his or her return. The opponent emperor is forced to pay the fee, and you will receive the money. Taking hostages can be done once per day per empire. The terrorists wait 12 real hours before performing the action. ^\03*^\0A9^\0B - Bribe Personnel^\07 Bribing a spy in the other empire, you can be guaranteed spy reports without fear of your spy being executed. ^\03*^\07 - Only available when NOT in protection. If your sysop is running the ^\0BREGISTERED^\07 version, and the bank is enabled, you will enter the bank. You can deposit credits as a savings account, on which you will earn interest, or get a loan, which you will have to pay yearly installments. Each year, interest is accumulated on a savings account or on a loan. Early payback of a loan reduces some of the interest costs. You can also invest in Galactic Coordinator Bonds. They cost 7500 credits and they return 10,000 credits in 36 real hours. You will then come to the ^\0Egovernment spending^\07 menu. You have the option of buying various forces. Some are defensive, and others are offensive: ^\0ASoldiers ^\03Defensive and Offensive ^\0AFighters ^\03Offensive ^\0ADefense Stations ^\03Defensive ^\0AHeavy Cruisers ^\03Defensive and Offensive ^\07You can also Colonize Planets: ^\0EFood^\07 On these planets, huge farms produce food, which is required for your empire to survive. An alternative to having food planets is to buy from the food market each year, but the risks are that the supply of food in the food market may run out. Having a food planet is safer, but costs more than buying food from the market. Having too many food planets leads to food surpluses, which can be sold for low prices to the market, or saved for a later time. ^\0EOre^\07 A stable source of income, ore planets continue to function even during wars and domestic troubles. They can be valuable if your tourism planets are not producing a good income during troubled times. ^\0ETourism^\07 Producing more money (on average) than ore planets, the tourism planets depend upon the tourists spending money. During periods that your empire is not ^\03PEACEFUL^\07 (such as after a civil war), the tourist attractions earn very little or nothing. Too many tourism planets can cause your empire to be dependent on peaceful times, and the empire can easily collapse if you do have internal troubles. ^\0ESoldier^\07 Multiple military training camps train soldiers for your army. Approximately 10 soldiers are produced per planet per year. Although buying soldiers seems to be a better option, the soldier planets are better once your empire becomes larger, since the prices of soldiers rise to several thousand. Also, soldier planets are more convenient. ^\0EGovernment^\07 The base of the government agencies, these planets house the generals, who not only are military commanders, but are important political figures as well. They set up bases of operations for which they required 1/40th of the planet's usable land area. Therefore, 40 generals can use a single government planet. The covert agents also roam these planets, and having over 300 spies on one planet causes them to fight each other for territory, leading to internal conflicts. ^\0EEducation^\07 Educational planets have large universities to which students come from independent planets, where the educational facilities are not as large as those that your empire can afford. After seeing your empire's resources and power, most of the students remain in your empire to add to your general population. ^\0EResearch^\07 These planets are set up as scientific research laboratories in which developments may or may not occur. If a breakthrough occurs, it may benefit your empire and give you an edge over other empires that do not have your technology. The benefits are reported to you before the first status screen. They include such things as proteins to increase crop yield on food planets to new tourist attractions that increase tourism planet revenues. Some of the benefits will last forever and others are only temporary. ^\0EUrban^\07 Urban planets are devoted to housing people. Since every city has internal commerce in the form of stores, fuel docks, and other services, the urban planets earn revenue in the form of sales taxes. Urban planets also increase the population of your empire, and as a result, increase the income taxes earned from your people. ^\0EPetroleum^\07 These planets supply petroleum (oil) to the galaxy. All planets in the galaxy require petroleum to run machinery and vehicles. If there are few petroleum planets, the demand for oil will be higher and the income per petroleum planet will be higher. If there are too many of these planets, the price of oil will drop, and so will profits. One problem of petroleum planets is high pollution. ^\0EAnti-Pollution^\07 Anti-pollution planets are completely covered with forests and jungles to absorb the toxic chemicals released into the galactic atmosphere by petroleum planets. Pollution causes reduced tourism, so the anti-pollution planets are neccessary to keep tourism active and also to reduce emmigration. You can build a ^\03command ship^\07, which will add power to your heavy cruisers during battle. The command ship's strength increases by 5% automatically (at no cost) each turn. You can also build it up by spending money (to build faster). In battle, one general is required to command every 50 soldiers. One carrier is needed to transport 100 fighters to the site of conflict. You may also buy ^\02covert agents^\07, which allow you to perform ^\04immoral^\07 acts on other empires, such as spying, encouraging soldiers to dissent, taking hostages, setting up two empires against each other, reducing another army's effectiveness with distractions, and aiding rebels to produce internal conflicts. You can also sell any item except a planet or the command ship for one- half of the current price. This can allow you to have ^\09"^\0Binvestments^\09"^\07: you can buy an item at a low price when your empire is small and as inflation causes prices to rise, you can wait until the prices are twice as much as when you bought the item, and then you can sell the item for a profit. When you sell a planet, you can release it, but you will not receive any money for it. The system menu can be accessed by pressing ^\09[^\0B*^\09]^\07. The system menu allows you to go back to the bank or covert operations menu. It also lets you see your status screen or the scores. You can buy a Super Lottery Ticket in this menu. One Super Lottery Ticket is selected at the end of the day to be the winner. All players will be notified of the winner of the jackpot. From the system menu, you can toggle expert mode (you can also use Control-X), change colors, see the instructions (this file!), check waiting trade deals, abdicate (who'd want to do that?), and set the taxation rate (the percentage your police steal from each person's pocketbook every year). After you are finished spending, you are given the option to attack another player. You cannot attack a player that is in protection; you cannot attack if you are in protection, unless you wish to void your protection. To void your protection, you are required to be a large enough empire with an adequate defense force. You are not allowed to attack an empire that you have a ^\03binding treaty^\07 with. Treaties that have expired but that are still in effect are no longer binding, and attacking that empire will cancel the treaty. ^\0AConventional Attack^\07 The normal way to attack another empire, the conventional attack uses your soldiers (led by generals), fighters, and heavy cruisers for battle and looting. If you win, you can capture some of the opponent's planets and take some of the money. The battle comes after a declaration of war, so the opponent has time to call her or his allies for defense. This is the only honorable way to fight another empire. ^\0AGuerilla Ambush^\07 This highly immoral act is a surprise attack on the opponent that allows no warning, so the victim empire has no time to call allies. Also, the soldiers are randomly shooting at the enemy, so no generals are needed to lead them. There is no good way of knowing the enemy casualties, and no planets can be captured. However, fear can be spread in the civilian areas of the opponent's empire, and some of the soldier defenses can be weakened. There is a risk that the opponent will capture a few of your soldiers and discover your identity; otherwise your attack will go unnoticed. ^\0ANuclear Offensive^\07 Rumours have spread concerning nuclear weapons that are being sold on the black market, now even in our galaxy. The Galactic Coordinator is currently trying to destroy the sources of these weapons. It may be a while before you are able to get nuclear weapons, if at all. Nuclear weapons can spread radiation and make dead planets from productive ones. Naturally, any empire caught using nuclear weapons will be punished or eliminated by the Galactic Coordinator. If you think you can withstand the force of The Galaxy's forces, you can take the risk... ^\0AChemical Warfare^\07 Poisonous chemicals have been banned in our galaxy, but exist in many of the barbaric galaxies in the universe. Occasionally these chemicals are brought to our galaxy for causing human misery. Due to the highly uncivilized nature of these weapons, the Galactic Coordinator is tightly enforcing the ban. If you found even possessing chemicals that can be used for chemical warfare, you will be instantly annihilated by The Galaxy's army. Don't even think of using these. ^\0APirate Raid^\07 If you pay attention to the events that occur before the status screen, you may notice that various teams of Pirates take some of your military, covert agents, planets, food, or money. You can raid these foes from the attack menu by sending a military and lots of money to capture back some of their goods. Included in the items you capture may be items that they have captured from other empires. After you have finished in the battle section, you may trade with another empire. You can trade with any player that you have a treaty with, even if the treaty has expired. You can choose how much you would like to send to the other empire, and how much you will demand in return. If you are generous, you may wish to send items without demanding anything in return. Trading requires enough carriers to carry everything you send ^\0Dand^\07 to carry everything that will be sent back. With trading, if you are a small empire, you can send items to a larger empire and demand more money than you paid for them. The larger empire will be receiving these items for less then the prices are there, and you will be able to sell them for more than you bought them for. This is ^\0Fvery^\07 profitable for both empires. Sometimes, you may get a ^\0FResearch Development^\07 menu. Usually your research development teams work on their own, but you can occasionally direct them to work on a specific advancement. You can spend "research points" which are created by research planets to improve your planets' efficiency. The final status screen will then be displayed. This screen tells you how much your population has changed, and in what ways. People leave and die when you have internal conflicts, and they come and are born when your empire is running well. The immigration rate is increased by getting education planets, and the birth rate increases with urban planets. The death rate increases with overcrowding, and the emmigration rate increases with violence in your empire. Also shown on this screen are losses from a civil war, if you have one. You are asked if you would like to continue playing your turns, or if you would like to quit. If you quit, you will see the score list, and then you will be allowed to write messages. Messages can be written to one or more players. To write to all players, press ^\09"^\0BZ^\09"^\07, meaning toggle all. To write to all players except one, press ^\09"^\0BZ^\09"^\07 to turn all the players on, and then press the letter of the player to omit, to toggle the player off. Press ^\0BRETURN^\07 to stop toggling players and to start writing the message. Each time you start a new line of the message, the current line number is displayed. You can type up to ^\0320^\07 lines in each message. Enter a line with just ^\09"^\0B/S^\09"^\07 on it to end the message. You can choose to make the message anonymous, if you wish. ^\0EA Note from the Galactic Coordinator^\09 (^\0BIt^\09)^\07 "Asks you-Why does It collect taxes? It have to fund the food market. It run a communications network that gives all empires free message transmissions and free notices when they attacked. It also have to pay the losses on the Super Daily Lottery, 12% of each day's prize comes out of Its money. Then maintain an army It must to stop you big empire from using chemical and nuclear weapons; It to protect empires under "protection" supply security; It also spend money stopping black market men. On humans It spend a lot of time and money providing, so taxes a little you should pay." ^\01Ä^\09Ä^\0BGalactic Coordinator^\07 (don't tell ^\03It^\07 that ^\03It^\07 has bad sentencesÄÄIt's struggling with English.) ^\0EThat's about all! Enjoy the Game! ^\0E SunStriker ( Mehul Patel ) ^\0B Amit Patel^\03, programmer ^\0EPS^\07 - Encourage your Sysop to Register this game if he or she hasn't already!! It is worth it!! She or he will receive the registered version with the Bank and many configurable options (Interest, Bank name, Number of turns per day, initial number of planets available, Number of turns of protection, etc.). ^\04 ÛÛÛÛÛÛ ÛÝ ÛÝÞÛÛÛÛ ÛÛÛÝ ÛÝ ÛÝÛÝ ^\0C ÞÛ ÞÛÛ ÞÛ ÛÝ ÛÝ ÞÛ ÛÝ ÛÝÞÛ ^\0E ÛÝ ÛÝÛÝ ÛÝ ÞÛ ÞÛ ÛÝ ÛÝÛÝ ÛÝ ^\0F ÞÛÛÛÛÛÝÞÛ ÛÝÞÛ ÛÝ ÛÝ ÞÛ ÛÛÝ ÞÛ ^\0E ÛÝ ÛÝ ÛÝÛÝ ÞÛ ÞÛ ÛÝ ÞÛ ÛÝ ^\0C ÞÛ ÞÛ ÞÛÛ ÛÝ ÛÝ ÞÛ ÛÝ ^\04 ÛÛÛÛÛÛ ÛÝ ÛÝ ÛÛÛ ÞÛÛÛ ÞÛ ÛÝ