ZXTape! 2`Conquest Side 1 - Rules CheetahsoftDuncan Nightingale1984ROM+CotL-DS from orig. tapeinstruct |loader 57099 :0:7 -i=0:p=6:x=13 :y=1 5:17 Pq=12 16:6;q,0;" ":q 6p;i;x+0,y;" " 6p;i;x+1,y;" " 5p;i;x+2,y;" " z=72H:zz=118v q=04:i;p;zz+q,502:i;p;5,-5:q:q=04:i;p;z+q,71G:i;p;15,-23:q 1;7;0;2,23;"CHEETAH";3,25;"SOFT":0;6;0;17,8;" INSTRUCTIONS " -6;18,8;" " "15:i;p;0,79O &q=18:a,b:i;p;a,b:q 0,-39',64@,0,0,-16,111o,0,0,16,80P,0,0,39',-255,0 (0:0:20,0;: 7:7:"map" ll=57900,:0 Yq=2021:0;0;q,0;" ":q I7;0;6,14:7;0;243,0 I7;0;6,15:7;0;243,0  5  0  "legion" ( 16 , 16 2 "INSTRUCT" ipx y zHvabmap @B!@!@?q?'?`??<p??@?vo? ?#0w?~??0p??<?~?|?x?A`?o???gg ?` O?p@?? ??o?0?~0???{????:ǁ ??@3@ p?`?b?`?8x???0~<p?8??2O`??p?@? ???#xx? ?(??? 0??                                               MQQ \W P P P 3MMZZLWq !v_>8~<8~<(((8~<TTT8~<TTH8~<((8~<TT$8~<J8~<N8~<THT8~<((8~<T$T8~<J8~<N8~<M8~<J8~<K<<$$` ` B$ff*]\"_\C*]\~}t[3*a\Þ*x\#"x\| 4@Ϳnu{=\*\| E*]\#"]\~! ?#8#7"]\ɿRNINKEYPFPOINSCREENATTATAVALCODVALESICOTAASACATLEXINSQSGABPEEIUSSTRCHRNOBIOAN<>]legion Xl8~<8~<(((8~<TTT8~<TTH8~<((8~<TT$8~<J8~<N8~<THT8~<((8~<T$T8~<J8~<N8~<M8~<J8~<K<<$$` ` B$ff*]\"_\C*]\~}INSTRUCT 871820:0:7 <23692\,255 ? 100d B621,0;" " Fx=17::x J" Instructions" K3::" to":::" CONQUEST" LQx=15::x:" Written by"::" Duncan Nightingale 1984" Px=15::x b 9800H& d1:1:7 n 5000 x%2,0;"Introduction" 3,0;" Conquest is a complex game withmany rules. In order to facil- itate their introduction, the game is split into several diff-iculty factors. Each one introd-uces some new rules and requiresmore skill to play." 11 ,0;" It is recommended that at leastone game is played at each diff-iculty factor before moving on to the next. Do not judge the game prematurely on the first few difficulty factors, which are designed primarily to famil-iarize you with the rules." 0 5000 82,0;"Rules for difficulty factor 1" 3,0;" A map of the Mediterranean world is shown on the next page.It is divided into a grid of 20x30 squares or territories as shown." 0 &0:ll=57900,:5010 @x=2202:7;2;x,30;x:x ?x=3303:2;7;0,x;x:x 0 5000 2,0;" There are two types of square :land and sea. A land square is one with some amount of green in it and onto which movement is allowed; a sea square is tot-ally blue and no movement is allowed onto or across it." 10 ,0;" There are facilities in the game for gridding the map and displaying sea squares, to aid this movement." 15,0;" The game commences by choosing a site for a capital. This may be on any land square and is coloured black."  0 " 5000 #1,0;" The capital on its own can support one army, or legion, which may be moved about using the four cursor keys: 5,6,7 & 8" ,5,0;" This 1st legion is commanded by the emperor and is coloured purple :  . As it moves into green squares, it conquers, colouring them red." 6p10 ,0;" When 5 additional squares have been conquered, an extra legion is formed on the capital. It is commanded by 1 of the emperor's generals and is coloured black :  . For every 5 squares in the empire, a legion can be support-ed. If territories are lost, then legions may be also - if there are no longer sufficient taxes to support them." @ 0 J 5000 T2,1;" After several years, then, an empire might be of the form shown on the next page. Seven- teen territories have been conquered, enabling, with the capital, a total of 4 legions to be supported." ^ 0 c 360h d0:430 h&0:ll=57900,:5010 r 400 |!a,b:1;0;a,b;" " 8x=113 :a,b:1;2;a,b;" ":x a,b:3;a,b;"" 9x=13:a,b:0;a,b;(144+x):x 12 ,11 ,14,14,15,10 ,14,13 ,14,10 ,14,11 ,14,12 ,13 ,10 ,13 ,12 ,10 ,11 ,12 ,12 ,12 ,10 ,11 ,11 ,13 ,11 H13 ,13 ,13 ,9 ,11 ,10 ,11 ,12   0  5000 2,0;" It is important to note that while the normal legions ( ,,etc. ) can only move one square at a time, the emperor's legion (  ) has unlimited movement within the empire. As soon as the emperor conquers a green square, his movement ends.";11 ,0;" All legions can be instructed to hold position by keying '0' instead of one of the cursor keys (5,6,7 or 8)." q16,0;" There is a maximum of sixteen legions. Taxes gained above 75 do not yield extra legions."  0  5000 2,0;" Conquests of green squares are always successful but barbarian counter-attacks can occur on border squares not garrisoned bya legion. These take the form shown on the next page."  0  360h `502:0;1;10 ,11 ;"":200:4;10 ,11 ;""  0  5000 2,0;" These attacks occur more frequ-ently as the game goes on. Note that, like legionary movement, they cannot attack diagonally." 7,0;" The object of the game is to conquer 100 squares as quickly as possible. A skill factor is calculated according to speed of completion, difficulty factorplayed at and ease of starting position."  0  5000 Q2,0;" You now know all the rules to play at difficulty factor 1." ! 0 # 6000p & 5000 082,0;"Rules for difficulty factor 2" :I3,0;" Having successfully completed the game on D.F.1 , you should have realised the importance of a centrally located capital, of stationing a line of legions along the border and of incorp- orating natural features ( such as open sea and edge-of-the- board squares ) into your empire's boundaries." <14,0;" On D.F.2 , some of the hazards of war are added. The legions are still all-powerful, but it is now possible for their commanders to fall in battle ( 10% chance for each conquest)." > 0 @ 5000 D2,0;" Combat records showing the number of successful conquests for each legion commander can be displayed at the beginning ofeach go before any movement has taken place, by keying 'R' ." N9 ,0;" When a general is killed, thereis no adverse effect apart from the legion's combat record beingreduced to zero ( a less exper- ienced officer takes command ). Should the emperor be killed, however, the most experienced ofhis generals will declare him- self the new emperor. This will usually be contested by some of the other generals, resulting in a civil war." X 0 b 5000 lU1,0;" When civil war breaks out, approximately 50% of the legionswill go over to the rebel cause and become coloured green. (  etc. ) While in this state they are immobile and are returned to the emperor's service only byconquering them with a loyal legion with a greater than or equal combat record." vP11 ,0;" When this happens, the rebel commander is executed and the legion becomes mobile again witha zero combat record. Should a rebel legion be tackled by a loyal, weaker one, however, the loyal legion is destroyed and must be reformed on the capital.This is the only case when a legion is completely lost."  0  5000 @2,0;" Civil wars may also break out if one of the generals survives 10 campaigns and decides he is experienced enough to challenge for the purple. This event does not require the death of the emperor. A constant check must be made, therefore, on the combat records of the various commanders." q13 ,0;" The emperor's combat record can, of course, exceed 10 with- out triggering a civil war." v17,0;" Rebel legions, if immobilised on the border, still serve to deter barbarian counter attacks."  0  5000 P2,0;" You now know all the rules required to play at D.F.2 ."  0  6000p  5000 82,0;"Rules for difficulty factor 3" 3,0;" Playing at D.F.2 should have taught you to 'retire' the generals when their combat records reach 9 and to use the emperor sparingly, so as not to trigger a civil war." 10 ,0;" An additional cause of civil wars is now added in the form of assassinations. These will occur whenever an emperor has reigned for more than a few years, causing his authority to become unpopular." E18,0;" You now know all the rules to play at D.F.3 ."  0  6000p  5000 *82,0;"Rules for difficulty factor 4" 4G3,0;" Having mastered everything the barbarians could throw at you, there are now rival empires to contend with. There are a max- imum of three of these, colouredmagenta, yellow and cyan. They first appear some years after the founding of your capital andstart to expand at the expense of the barbarians." >14,0;" When they come into contact with an un-garrisoned border square of your empire, they may conquer it. Such an occurance isillustrated on the next page." H 0 R 360h \ 8000@ fi30:6;0;1;10 ,11 ;"":170:3;10 ,11 ;"" p 0 z 5000 1,0;" Rival empires cannot conquer territories that are garrisoned by loyal legions or forts. They may, however, conquer those occ-upied by rebel legions, or any fort, during a civil war. In this respect they are more potent than barbarian counter attacks." 11 ,0;" Forts may be built at D.F.4 by keying 'F' instead of a legion'smovement. The fort is built on the legion's present position. This adds one to the legion's combat record and can trigger civil wars as before." /19,4;" - Symbol for a fort"  0  5000 s2,0;" If a fort is captured by a rival empire, it's background colour is changed accordingly." M6,0;" A maximum of 10 forts may be built in the basic game." O9 ,0;" You now know all the rules required to play at D.F.4 "  0  6000p  5000 82,0;"Rules for difficulty factor 5" 53,0;" Plagues can now occur. They break out approximately every 10years and wipe out everything intheir path until they have run their course. Legions caught by plague are eliminated and re- formed on the capital. This is the only other way in which a legion can be totally destroyed." V13 ,0;" You now know all the rules required to play the basic game."  0  6000p  5000 $02,0;"Rules for advanced game" .3,0;" Upon successfully completing a game at D.F.5 you will be given the option to continue indefin- ately - the advanced game." 88,0;" All the rules up to D.F.5 hold.In addition, sea ports can be built. These enable rapid trans-portation of all legions by sea,to enable quick reaction to the effects of plague and civil war in an ever-enlarging empire." Bj16,0;" Ports may be built by any legion in a similar manner to forts by keying 'P'." L 0 V 5000 `.2,0;" A maximum of 20 ports may be built, but for each one ten taxes are deducted. Extra forts,up to a maximum of 50, may also be built, each costing 2 taxes. Remember that to support the full complement of 16 legions, 75 taxes are needed (the capitalsupports one on its own)." j12 ,0;" The no. of taxes displayed at the beginning of each year is the amount available for troops,after port and fort maintainancehas been deducted." o/19,3;" - Symbol for a port" t 0 ~ 5000 1,0;" Whenever a legion ends it's movement on a port square, it embarks on a ship (same symbol as a port but in the colours of the legion)." 7,0;" This has un-limited movement while remaining on open sea squares. Sea movement is ended by dis-embarking onto a land square. If this square also contains a port, sea movement may continue." 15,0;" Canals may be cut inland by building lines of ports next to one another. A port may be builton any land square; it is up to you to ensure that you have access to an open sea square."  0  5000 /21,3;" " H2,0;" You now know all the rules of CONQUEST"  9800H& 2 6000p $ /1::0,11 ;"CONQUEST" 721,3;"Press any key to continue"  p 5000 u/21,3;" " z4,0;"Press 'R' to repeat instructions 'L' to load main program 'C' to continue (onto next set of instructions)." =""6020 ="r"100d ="l"7000X "c"6020  X 5000 ]/21,3;" " bZ2,0;"Start main program tape then press any key.":502:0:"" @ 8030^ Ea,b J a=0 T1;3;a,b;" " ^7,14,8,14,7,15,6,14,7,13 ,8,13 ,6,15,8,15,8,16,9 ,14,8,12 ,9 ,12 ,5,14 cx5,13 ,6,13 ,6,12 ,4,13 ,9 ,11 ,7,12 ,6,11 h0,0 r 8005E &Hride of the valkyries &Ipa=-59;:c=0:cs=1:d=2:ds=3:ee=4:f=5:fs=6:g=7:gs=8:a=9 :as=10 :b=11 &MIsb=1:mi=sb/2:cr=sb/4:qu=sb/8:sq=sb/16 &Rc1=12 :cs1=13 :d1=14:ds1=15:e1=16:f1=17:fs1=18:g1=19:gs1=20:a1=21:as1=22:b1=23 &Wtune &\+cr,c:qu,f:sq,pa:qu,c:qu,f:mi,a:mi,f &a-sq,pa:qu,a:qu,pa:qu,f:qu,a:mi,c1:mi,a &f0sq,pa:qu,c1:qu,pa:qu,a:qu,c1:mi,e1:mi,ee &k(sq,pa:qu,a:qu,pa:qu,ee:qu,a:mi,c1 &p Pcdfga b ~} s ssss