Commander's Briefing for TERRITORIES 2120 Authored by Jeffrey D. Hoffman. Copyright (c) 1996. All rights reserved. http://www.sharbor.com/rpgSoft/ Introduction TERRITORIES 2120 is a strategy oriented, universal conquest simulation. Relatively speaking, in the year 2120, the universe has become a very small place. With the discovery of warp-paths and wormholes, movement from galaxy to galaxy can be accomplished in a matter of Earth-days instead of light years. It has also become apparent that the universe is, by no small amount, barren of intelligent life. In fact, and most unfortunately, the many alien races view one another as hostile and intend to destroy one another. Their ultimate goal: complete control of the known universe. United behind a common goal, the people of your race have elected you commander-in-chief of their armadas. You control vast fleets of fighters spanning the galaxies in an attempt to conquer all those in your path. Failure to win means xenocide for your race. Survival is dependant upon your showing no mercy. Objectives Section I The universe is divided up into galaxies, which in turn, are divided into quadrants. Each galaxy has up to fifty-two quadrants. Your objective is to conquer each quadrant by establishing at least one fighter presence in each. Your fleet is made up of said fighters. You have a limited supply when you begin in a new galaxy. Each quadrant you conquer can be mined for a specific amount of minerals which can be used to produce fighters by the factories on your flagship. As the number of galaxies you have conquered increases, your fighter production increases also. When all other alien presence is eliminated from a galaxy, your flagship takes a small segment of the fighters and leaps into the next galaxy to begin anew. Starting a new race Section II The very first time you enter TERRITORIES 2120, you will be given an opportunity to enter your name as it will be known to the other races. This name can be anything you like. Remember, your hopes are that one day the very mention of this name will invoke fear in the hearts of all other races. After you have signed your name, the tactical computers will present you with an icon (symbol) which will represent your forces on the galactic maps. Remember this icon, as you should hope to see it highlighting each system in the universe soon. Immediately after your icon is assigned, your initial fleet of fighters will drop out of a worm hole into the closest unconquered quadrant. There is the possibility that if you arrive in the quadrant too late, there may not be any unconquered quadrants. You’re flagship will be unable to establish a starting spot, so you will have to wait until the next galaxy is available. Playing the game Section III The following sections outline the commands used to play TERRITORIES 2120. You will discover that there are remarkably few commands driving game play: COMMANDS HELP MOVE QUIT SCAN STAT About the tactical display The main play screen involves two sections. The largest part represents the tactical view of the galaxy. Each galaxy is labeled with a single letter ranging from A-Z and a-z. The labels are in dark green LED, with the exception of the quadrant you are currently focusing your attention on. This quadrant is highlighted in bright green LED. A white dot iconifies an unconquered solar system. When you first enter, odds are very good there will be a lot of white systems. If there is an icon other than a white dot, this represents the icon of the race that now controls that system. Notice that your starting quadrant is detailed with your race's icon. Specific information on the highlighted quadrant is listed below the tactical. This information includes the name of the quadrant, the number of minerals produced by the system, the number of fighters maintaining your hold on the quadrant, and the warp-paths leading to other systems from here. You will notice that systems available through warp-paths also *flash* on the tactical screen. Viewing other sectors To shift the focus of the tactical to a different sector, you can make use of two commands. One command deals directly with your own conquered quadrants: STAT. If the focus of the tactical is on quadrant-J and you want to move fighters out of quadrant-o, you need to shift the focus to quadrant-o. For example: 0> stat o The focus will shift to quadrant-o and you can proceed to issue orders to the fighters there. On the other hand, if you want to gather information on a sector that is not directly controlled by your forces, you need to use your long-range scanners: SCAN. This command returns information about any enemy forces in the sector and the mineral worth of the system. You can not find out information about warp-paths until you have conquered the quadrant. For example, to scan quadrant-Z which is controled by enemy forces, you would type: 0> scan Z Moving fighters There are two ways to move fighters. If you are moving fighters from one of your conquered quadrants to another of your own conquered quadrants, fighters can be moved regardless of warp-paths. However, if you are moving fighters into a galaxy that you do not control, you must reach it through correct warp- paths. Fighters are moved with the MOVE command. For example, assume you begin in quadrant-A with 25 fighters. This quadrant has warp-paths to quadrants- Q, r, and z. To move 10 fighters to quadrant r, you can use the following command: 0> move 10 to r When you move fighters into an galaxy that you do not control, the focus of the tactical immediately switches to the new sector. Moving fighters within your own territory does not shift the tactical focus. Combat If you move fighters into an enemy-occupied quadrant, your fighters will engage the forces rooted there in an attempt to take-over the quadrant. Combat is displayed in real time. You see your forces against the enemy forces. Each round, you see the number of fighters that each race had going into the round, followed by the number of fighters destroyed during that round. You are defeated when all of your forces are destroyed. If you destroy all of the enemy forces, you gain control of the sector. Turns Each day you have a specific number of turns. A turn encompasses moving fighters anywhere in the galaxy. Performing scans or STAT commands does not constitute a turn. The number of turns you have used each day is displayed prior to the prompt. For example, 0> means you have not made any turns today, whereas 5> means you have made five turns already. Losing the game If enemy forces over-run all of your presense in a galaxy, your fleet immediately leaps into warp and waits for the next galaxy to be discovered. Once defeated in a galaxy, you can not try to re-establish yourself in a new quadrant. Winning the game Defeating all of the other forces in the galaxy constitutes winning. After you have gained control of a galaxy, your flagship and a small squadron of fighters will leap into hyperspace on route to the next galaxy to begin anew.