                   Control-X or Spacebar Aborts
                          Control-S pauses

      In Modern Warfare, you are the Commander-in-Chief of your armed forces.
  Your task is to control as much property as possible, thereby getting more
  money and then more troops. More troops equals more territory and so forth
  and you will become the most powerful person in the world.  You are playing
  on a 32 * 32 (1024 sector) grid.  In the center of the grid are the
  arms dealers, where you may purchase new armaments for your forces, mine
  sectors, etc.  You have a HeadQuarters building which you can build
  up in to quite a defensive force.  You must defend your Headquarters as
  well as possible.
  
     The ONLY two ways for you to die in this game, unlike other multiplayer
  combat games is to have one of the following happen:
  
  1)   ALL of your forces in EVERY SINGLE sector on the map are completely
       wiped out. 
       
  2)   Your Headquarters is destroyed.
  
  Now do you see why you must defend your HQ at all costs?   The ideal
  solution is to stick your HQ in a taxable sector, so that you can
  rake in the cash while protecting BOTH a taxable sector and your
  Headquarters.   
  

                      M A K I N G   M O N E Y
                      
  You make money by purchasing trucks, and going to sectors, and
  using the <G> command to get natural resources.  You take these
  resources to the dealers who will buy them for $100,000 a truckload.
  You must have the appropriate kind of truck for the appropriate load:
  
  Terrain           Load          Truck            Facility
  -------           ----          -----            --------
  Arctic            Water         Tanker           Ice Crusher
  Mountain           Ore          Dump Truck       Mine Shaft
  Lake/River        Water         Tanker Truck     Water Reservoir
  Forests           Lumber        Log Truck        Saw Mill
                                                           
     You will also collect taxes at midnight every night for
   occupying cities and towns.  
    

Instructions Part 1:(Types of weaponry)

  Your weapons fall into 13 categories:

troops:
       The basic unit of soldier.  No special abilities, but these guys
       inflict a lot of damage in high numbers. These troops are also
       very inexpensive.

 RPG troops:
       These soldiers carry Rocket Powered Grenades. Therefore they are better
       equipped to handle tanks and sometimes planes. These guys are also cheap,
       but more expensive than normal soldiers.

 Stinger Missile Troops:
       These bad-boys are the most powerful foot soldier available. Their
       Stinger missiles can destroy tanks and planes, however their
       mobility is limited because they are foot soldiers. Still, these
       guys can fight with the best of them.

 Light tanks:
       These are your average lightly armored tank. These tanks are mobile but
       not very powerful. These are good for starting an armored division.
       These are also useful against foot-soldiers.

 Medium tanks:
       These are much more powerful than the Light Tank but not quite as
       mobile. Medium Tanks are good for assaults against planes and light to
       medium armor strength.

 Heavy tanks:
       These are by far the most powerful tanks. It would take a group of
       fighter planes to do a lot against the bad boys. The heavy tank will
       take out most armor and almost all foot troops. These are very big and
       very well armed.

 MiG21 planes:
       These Russian fighters are impressive but lacking in performance against
       highly sophisticated aircraft like the A-4 or F-15. The MiG will kill
       foot soldiers and armor with little difficulty.

 A-4 attack craft:
       These are good short range fighters. Although they arent as tricky as
       the F-15, they are excellent and will work against all ground attack
       and most other aircraft.

 F-15 fighter jet:
       By far the most sophisticated of combat aircraft. These planes will take
       out ground support with ruthless intensity. These planes will also
       eliminate most other aircraft. If you have a whole squadron of these,
       then you have a POWERFUL Air Force.

 SR-71 Surveilance craft:
       These are not used in attack or defense, but if you want to scout other
       territory, then you better have these. These planes evade most air
       defenses and are highly useful in recon missions.

 C-130 Transport craft:
       If you purchase this plane then you can move some troops long distances
       at a time. See the move command for details on this craft. These
       are not used in combat either.  

Nukes:
  This is pretty much self-explanitory. If it gets through the Anti-nuke
  system then it destroys everything in that sector. If you are in an adjacent
  sector then your forces will be damaged by fallout. Since these are so potent
  they are also very expensive. You must have these on you when you launch them.

Antinukes:
  These are also self-explanitory.  When a sector has a nuclear missle
  launched at it, Modern warfare checks every person in the sector
  including both the occupying (defending) forces and those main forces
  temporarily stationed there to see if they have any anti-nuclear
  missles.  Modern warfare will launch 1 anti nuclear missle at the
  incoming nuke.  This missle is randomly taken from one of the people
  in the sector.  If no one in the sector has one, then obviously
  none are fired, and everyone in the sector is radiation meat. These
  are useful both at headqurters and in the field against very costly
  nuclear attacks.  Remember, all they have to do to knock you out
  of the game is to nuke your headquarters or main forces!



 Instructions Part 2: (Headquarters)

     In Modern Warfare, there are 3 types of headquarters that serve as your
  home base. You can only have 1 at any given time, and if it is destroyed then
  you are "killed" and you must start over. There are three types:

 Class 1 (beginning): This is the class that you start the game with.  This
      has basic ground defenses and limited ground to air installations.

 Class 2:  This is what you can get for 1 upgrade. You get improved defenses
 against assault and better installations for anti-nuclear weapons.

 Class 3: This is the highest level of defense available in a headquarters.
 All defense capabilities are at thier maximum. An attacker will lose many
 troops invading this over protected barrier.




 Instructions Part 3: (Terrain)
 
    Each type of terrain has a combat advantage for the defender,
and obviously a disadvantage for the attacker.  The "Defense Value"
in the chart below shows how much of an advantage the defender
receives.  When the defenders troop's total point values have been
calculated, a percentage is added in accordance with the following
chart.   For example, if the Defense value was +50%, and the
defender had forces totaling 1,000 points in that sector, his points
would then be 1,500, or 1,000 + 50% of 1000. 

 The following is a table of terrain types and their advantages:



     Type         Defense value      Comment            Tax Rate(income)

    Rivers             +05%     Advantage over attackers      $ 0
                                crossing the river.

    Fields             +00%     Easy for attackers            $ 0
                                to reach and scout.

    Mountains          +15%     Very hard for an              $ 0
                                invader to get to.

    Towns              +10%     Buildings offer             $3,000,000
                                protection from artillery.

    Cities             +15%     Wall around city            $5,000,000
                                hinders any attacker.

    Lakes              +05%     (Slows down the attacker)     $ 0
                                
    Forests            +05%     Can be dug in well by         $ 0
                                defending troops, slows
                                attacking tanks

    Oceans              0%      You cannot stay in an ocean   $ 0
    
    Shore               0%      No place to hide.             $ 0
    
    Bridge            100%      You almost have to outnumber  $ 0
                                the defender of a bridge 2:1
                                in order to take it.
                               
    Jungle             50%      Becareful! There is disease   $ 0
                                in the jungle! You can lose
                                troops!

    Artic              0%       Be wary that your troops dont $ 0
                                freeze.  You can lose troops.  
                                
    Desert             0%       Exposure and heat exhaustion  $ 0
                                could claim the lives of your
                                troops.
                               
            
 Instructions Part 3: Command Summary
 
 You can enter chain commands by seperating the commands with
 a semi-colon.  This allows you to enter several commands
 at one prompt.
 
 A> Attack:
 
    An invading army can attack any other forces in a sector by using this
    command. The defender and attacker add up their battle points to determine
    the odds for either side winning (see chart later), and then the battle is
    fought. The attacker can pick how many of his forces he wants to use against
    all of the defenders forces.
    
 B> Battle Map:
    
     This option will allow you to capture or print out a map of the
     terrain, for locating certain cities,resources, or keeping track
     of troop movements.

 C> Communications:
 
    You can send Radio messages to other players.  Simply enter a part
    of their name to search for.  For example, to send a message to
    someone called "United States", all you need to enter is "United"
    or even "Uni". It will search for the name and ask you if it's
    the correct one.   Then you can type in a message to that person,
    as long as you want it. 
 

 D> Dealer Commands:
 
    Use this command to trade with arms dealers. Buy/sell your weapons in this
    fashion.  The dealers are located in the center of the 32 * 32 grid,
    occupying a total of 24 sectors.  All the dealers are identical in
    this version of the game.  They all sell the same things.  A lot could
    be gained by blocking off the dealers from all the rest of the "world",
    but to do this one must both occupy and hold 35 sectors surrounding
    the dealers.  Good luck!
    
 G> Get Resources:
 
    This command allows you to collect natural resources currently
    in the sector you are located in.  There are three types of
    resources - Water, Ore, and Wood.  To collect these, you
    must have Tankers, Dumptrucks and Log trucks respectively. You
    can take these collected resources to your local arms dealer
    for sale at a fair amount of cash.   In the near future, you
    will be able to donate these resources to Factories for increased
    production by the factories.
    
 F> Facility Commands:
 
    This command allows for the purchase (and destruction) of saw
    mills, mine shafts, and water reservoirs.  These facilities 
    increase the natural resource production of a sector by TEN 
    TIMES.  The price is a hefty $100 million, but it can pay for
    itself rather quickly if properly defended. Warning: Guard 
    them well, for they can be destroyed by anyone!

 I> These instructions
 

 P> Rank Players:
 
    This command ranks the countries in order from most to least powerful.
    This also shows the relative strength of alliances that form.
    

 O> Occupy Sector:
 
    Claim an unclaimed sector, or change the number of troops in your sector.
    The more sectors you occupy, the more money you get in taxes.  Certain
    sectors pay more in taxes than do other sectors, and certain sectors
    grant the defender an advantage over the attacker.  You may not occupy
    the dealers' sectors for obvious reasons.  If you occupy a sector 
    with too weak of a force, Rebels in the region may engage your forces
    in that sector, and they usually win.

 M> Move to another sector:
 
    You can move into any of the sectors adjacent to yours. If you have a
    C-130 transport the you can move to any sector by typing the number.
    You must have a certain number of C-130's to carry all the equipment
    you have. It's a very generous number relative to real life purposes.
    If you have enough C-130's to haul the equipment, it only costs
    one turn to move anywhere on the map.

 N> Nuclear Strike:
 
    This command asks you which sector you want to nuke, assuming you have
    some nukes with your group.  Nuclear strikes can only be stopped by
    the countries in the selected sector being armed with anti nuclear
    missle missles.   A nuclear strike destroys absolutely everything
    in a sector.   The only problem with nuclear weapons is that the
    radation is deadly, and it destroys the ozone layer.

 V> View forces:
 
    Allows you to get an estimate of the strength of the other
    countries' main forces situated in your present location.

 Q> Quit:
 
    Returns to the BBS.

 R> Recon Report:
 
    Allows you to perform a recon on a sector, near or distant. For
    sectors adjacent to your own, scouts are sent out on foot. For
    any other sector, you must have planes in your possesion that
    are capable of performing reconnaisance. C-130's for example,
    are not good reconnaisance planes.

 S> Sector scan:
 
    Redisplays your current sector.
    
 T> Team Commands:
 
        Allows you to create, join, and quit teams, as well as 
    locate team members and send money to anyone (your team
    or otherwise) - Pay people for sectors! Facilities! Defense!
    Extort someone today!!
    

 Y> Your Data:
 
    A detailed status report of all of your forces and wealth.

 F> Find Forces:
 
    Tells you where your forces are located in a given range supplied 
    by you.  The maximum range is 1 - 1024.
   
