TERRITORIES is played in what I will refer to as 'turns.'  As the commander of
all the ships controlled by your race, you use your turn to issue commands to
each of the ships.  Later the 'turn processor' runs and takes all of the
commands you have programmed into your ships, along with all of the commands
all of the other players have issued to their ships, and evaluates and executes
each command for each ship.  The result of each command is seen the following
day in the information log.

There are several situations in which a player would want a ship in his fleet
to continue doing a specific command even though completing that command could
take longer than one turn processing.  For example, traveling a great distance
(100 squares, for example) using a low-efficiency fusion drive could take as
long as 20 days.  When you issue such a command to a ship, TERRITORIES will
report back to you upon completion of that order.  At the end of the above
example, you would receive a message explaining that your ship has reached its
destination, 100 squares away.

During game play, you view the universe from a top-down view.  You see what the
ship you control sees, including planets, asteroids, stars, and enemy ships.
As commander of the armada, your objective is to analyze what each ship sees,
and make intelligent decisions based on what is going on in that section of the
universe.  

TERRITORIES 3069 also provides you with several nice user-interface features.
Because everything takes place on a coordinate basis, but most of the commands
you will issue to a ship revolve around what it sees, you will often be able to
use a 'on-screen selection grid.'  This grid system is drawn in green, numbered
lines which allow you to first select the X-coordinate, on screen, you will
interact with, and then the Y-coordinate you wish to interact with.  This
process makes moving, fighting, and scanning objects on screen very simple.

In addition, TERRITORIES 3069 has a built-in, on-screen numeric keypad which
appears only when needed.  Basically, the interface is designed so that the
only time your fingers will touch a keyboard (unless you want them to) is to
enter the name of a newly built ship.

Part I: Selecting a ship to control

Because these is literally no limit to the number of ships you can create and
control, TERRITORIES offers a convenient way to sort your ships.  There are
three 'status's' for a ship: an unassigned ship, a fleetship, or a flagship.
Let's start at the last one.  A flagship is one behind which many other ships
follow.  When an order is issued to a flagship, you are prompted as to whether
or not you would like to issue to the command to the other ships in that fleet.
Ships that follow a flagship are considered fleetships.  These ships can be
programmed individually or receive orders as a group from their flagship.
Finally, unassigned ships are ships which do not belong to a larger fleet.
Upon being built, all ships are unassigned, and it is up to you to move them
into fleets if you wish.

On the main menu, you will see two buttons which allow you to select ships
within your armada.  The first button is the FLEETS button.  This button brings
up a list of all of the flagships in your fleet.  In addition, you can also
access the unassigned ships through this button.  It is important to note that
the fleet you are in control of DOES NOT appear on this list.  For example, if
you are already in sorting by unassigned ships, you will not see a menu item
for unassigned ships when you select the FLEETS button.  When you select a ship
name from the FLEET menu, you are immediately put in control of the flagship.

The second button is immediately right of the FLEETS button.  When selected,
this menu lists all of the ships that follow the flagship you selected from the
FLEETS button.  If you are sorting by unassigned ships, this menu will list any
ships that are not part of a fleet.

IN REVIEW, to select a ship, first choose the fleet that the ship belongs to by
use of the FLEETS button.  Then select the SHIPS button and pick the name of
the ship you wish to control.  Once you have selected a ship, the playfield
will change to display the surroundings that ship sees.  The ship you are in
control of is always in the center of the play field.

Part II: Making orders

Once you are in control of a ship, you can select the STATIONS button to affect
the navigation, defenses, weapons, and status of the ship.  Since you are in
control of only one ship at a time, each menu you enter will represent the
current settings for that ship.  In addition, as mentioned above, if you are in
control of a flagship, when you select an order for that ship, you will be
prompted as to whether or not you would like to issue that command to all ships
in the fleet.  Doing so is like individually selecting each ship in the fleet
and programming the same order into it.  Programming a flagship is the easy way
to issue a series of commands to a lot of ships.

For specific information on each of the stations used to program a ship, see
chapter IV.  

It is important to grasp one specific concept in TERRITORIES.  During a turn,
you can only issue one command from each of the three important stations:
Navigation, Defenses, and Weapons.  In one turn, for example, you can move this
ship, activate its deflector shields, and also activate its particle cannon.
You can not, however, activate a particle cannon and then fire it in the same
round.  Most of the menus in TERRITORIES are 'intelligent' meaning that they
will ghost or not display a menu item which can not be activated until you have
done something else.  A good example of this is in the weapons menu.  You can
not select a target for a weapon if you have not activated the weapon.  In
addition, you can not fire a weapon if you have not activated it either.

It is equally important to remember that if you program one command into a
ship, such as a navigation command, and then return to the menu and enter a
different navigation command, the first command will be over-written by the
second.  This is consistent through-out the defenses and the weapons menu.
Here is another example.  Earlier in the game, you activated a ship's lasers.
Several turns later, you go to the weapons menu and activate a different weapon
system, it's disrupter beams.  In addition, you also press the fire button.  At
the end of the processing, you will discover that your ship's lasers fired
because you over-wrote the original command to raise the disrupter beams with
the fire command.

If, at any point, you wish to check what commands have been issued to ALL ships
under your control, you can select the OVERVIEW button from the STATIONS menu.
Although the fleet overview may take a while to generate, it is a great way to
check over all of the ships in your fleet to make sure that they are performing
the correct actions.

Part III: Information (seeing the results)

As mentioned above, after you have programmed each of your ships to perform
specific actions, like raising shields, firing weapons, or navigating somewhere
in the universe, the turn processor is what actually interprets and executes
those commands.  The results of those commands, such as acknowledging that
shields have been raised, a damage report from an attack on an enemy, or a
notice that a ship has reached its destination, are kept in an information
file.  This file is available to you by pressing the INFORMATION button on the
main menu.

The information file is divided by ship name.  Each ship under your control
could be anywhere in the galaxy, so each reports important things its sees or
experiences, allowing you to sort through the information and pick out the
important details.  I recommend that you CLEAR the information file after
reviewing it, because otherwise the turn processor will continue to build onto
the file, making it a rather large document and difficult to analyze later in
the game.

Reviewing the INFORMATION file is imperative to your survival in the universe.
This file will immediately alert you to any danger that one of your ships might
be in, or of any successes that your fleets have achieved.  In addition, this
file will also notify you of any technology improvements or other important
information from your home world.

If there is nothing for you to review, the INFORMATION button will be ghosted
and you will not be able to select it.

Part IV: Winning the game

Your scientists have determined that the universe is filled with other planets,
asteroids, and stars.  However, only one special kind of planet is capable of
sustaining life: home planets.  It is your ultimate objective to travel to each
of the other solar systems in the universe and annihilate the home worlds in
those solar systems.  By doing so, you are granting your race total universal
control, because no where else will life be possible, so there will be no one
to stand in your way.  

Well, not exactly.  Because at the same time you are venturing from your home
world, other races, born around the same time your race climbed from the muddy
waters onto land, are stepping from their planets, intent on the same goal.
Only one race can control the universe.

In order to win TERRITORIES 3069, you must use strategy to plan and establish
trade routes with the other planets in your solar system.  You must send scout
ships deep into space to find your closest threats.  You must plan attack
patterns, and use technology to its fullest.  You must know when to retreat,
and when to launch an all out attack.  TERRITORIES 3069 is based on strategy,
so you must be able to plan for the future to win this game.
