----------Civ89 Instruction Manual---------- Table of Contents: 1. Introduction 2. Getting Started 2.1. Loading a Saved Game 2.2. Starting a New Game 3. The Play Screen 4. Your Empire, an Overview 5. Military 5.1. Moving 5.2. Attacking 5.3. Building and Buying Units 5.4. Transport Units 5.5. Bombs 6. Technology 7. Economy 8. Terrain 9. Construction 10. The Empire Screen 11. Winning the Game ----------1. Introduction:---------- Civ89 is a turn-based strategy game for the TI-89, TI-89 Titanium, TI-92 plus, and Voyage 200 calculators that is based on the Civilization series. It is playable by two human competitors on the same calculator. The two players are designated by color into the black player and the gray player. It is no-stub, meaning that no additional software is required to run the program. Your mission: build an empire and conquer opposing armies. Overwhelm your opponent with superior technology. Build a vast economic domain to support your growing army. Develop your kingdom through construction of cities and roads. Who will be victorious? ----------2. Getting Started:---------- Before you play, it is important that you back up all important data to a computer. While I have done my best to ensure that this program will not harm your calculator, it is possible that your calculator will crash while running Civ89, as with all games of such complexity. Play at your own risk. All game files (civgame*, map*, scen*) must be in the main folder, but they may not be archived if you intend to edit them. In particular, the saved games (civgame*) will be modified after each turn (unless autosave is turned off). The actual program files (civ89, civzip) may be placed in any folder, as long as they are in the same folder, and they may be archived. There are two options at the title screen: load a saved game and start a new game. 2.1. Loading a saved game: To load a saved game, select the load game option from the title screen. Then, use up and down to select a saved game and then press ENTER. 2.2. Starting a new game: Before you can start a new game, you must first set up the game. After selecting “New Game” from the title screen, you must set the turn limit, initial amount of gold, handicap, save file, and player names. Use up, down, left, and right to highlight something. You must set the turn limit and starting gold one digit at a time. To set a digit or the handicap level, select it and use + or – to increase or decrease the number. You may also press a number key. To set the player names, highlight a name blank and type the desired name. You can use backspace or CLEAR if you make a mistake. Select “Done” and press ENTER when you have finished setting the options. Note: You never need to press the ALPHA key! Simply pressing a key is the same as pressing the corresponding letter. The handicap level affects the damage you will inflict on an enemy unit during combat. See the following for the exact effects of each handicap. Handicap Damage Inflicted by Black Damage Inflicted by Gray -5 50% 150% -4 60% 140% -3 70% 130% -2 80% 120% -1 90% 110% 0 100% 100% 1 110% 90% 2 120% 80% 3 130% 70% 4 140% 60% 5 150% 50% There are 10 save files from which to choose, numbered 0 to 9. When you start a new game, autosave will be turned on, so you will replace any game that was saved under the same number. Autosave is a feature that, when activated, will save the game after each turn. After setting game options, you must select a scenario file to load using up, down, and ENTER. This file will determine the unit and technology sets that your game will use. This instruction manual is written mainly for the default scenario, but is also useful for playing with any scenario that is custom-made in the Civ89 editor. In the next screen, you will select the starting units for each player. As before, use the arrow keys and +, –, or the number keys to set each number. Whatever starting units you select will appear at each player’s starting city. You may select a maximum of 25 total starting units. I recommend starting with 1 warriors unit and 1 settlers unit. Next is the map selection screen. Use up and down to choose a map to load and then press ENTER. The map is a grid where your game will take place. Once you have selected a map, play begins! ----------3. The Play Screen:---------- Most of the game will be played, on the play screen. On the left is a view of the map. There, you will be able to see cities, units, and the terrain. Black’s units and cities will appear in black, while gray’s units and cities are gray. The selected space is the one that is darkened and has a white border. You can change the selected space using the arrow keys. You can also use 2nd or diamond plus a direction. Spaces occupied by multiple units have a darkened outline. On the right, you will see other important information. Usually, the units on the selected space will be shown there. Next to each unit in parentheses will be its current orders, if it has any: B for Build a city, C for build Canals, M for Mine, R for build Roads, and T for board a Transport unit. Each element of this screen will be explained in greater detail later in this manual. ----------4. Your Empire, an Overview:---------- Your empire consists of a collection of units and cities located on the map. You will move your units across the map, where they will attack or bribe other units, capture cities, develop the land, and mine for gold. Other attributes of your empire include how much gold you have and which technologies you have researched. Players take turns moving units and performing other actions. The main objective of Civ89 is to eliminate your opponent by leaving him/her with no remaining units or cities. If you set a turn limit, the game will be forcibly ended after a set number of turns if neither player has won. This will be described in the “Winning the Game” section of this manual. ----------5. Military:---------- The most important aspect of Civ89 is military domination. Creating a strong army is vital to victory in this game. To select a unit, select its space on the map and press enter. Unless it is the only unit occupying that space, you will need to use scroll through the other units using up and down and then press ENTER when you reach the desired unit. You can also use left, right, 2nd or diamond plus a direction, and the letter keys to select the unit. In addition, pressing “n” will activate the next unit. Once you have selected a unit, you will see detailed information about the unit. At the top is the name of the unit. Below that are the attack and defense ratings, which are specific to the type of unit, and a picture of the unit. Then there is a health bar. Next appears the number of movement points the unit has left, which indicates how much farther the unit can move in this turn. The unit’s maximum number of movement points depends on the type of unit it is. For more information about movement points, see the “Terrain” section of this manual. Beneath that are the unit’s current orders and the actions that unit can be ordered to perform. A unit’s health is how much more damage the unit can sustain before it is destroyed. Each unit has a maximum number of hit points equal to 3 times its defense rating. Each time it is attacked, it will lose hit points. If a unit reaches 0 hit points, it is destroyed and removed from the map. To find out more about any particular unit, press “h” when it is selected. This will bring up detailed information about the unit and its functions. To recover health, press “r” (rest) or “s” (sleep). Both keys have the same effect. This will add to the unit’s hit points by an amount equal to 15% of its health times the portion of movement points remaining. Resting consumes all of a unit’s remaining movement points. For this reason, resting can be used so that a unit will be skipped when pressing the “n” key. All unoccupied units will rest automatically at the end of your turn. There are certain limits on how many units you can have. In all, a player cannot make more than 300 units. Each city can only hold 25 units, while other spaces are limited to 10 units each. 5.1. Moving: To move a unit, press one of the arrow keys when it is selected. The unit will travel one space on the map and will lose movement points. Usually, it will lose 1 movement point, but it may lose more or less depending on the terrain. See the “Terrain” section for more details. There are certain limits to unit movement. Ground units can only travel on land spaces, while water units can only travel through water spaces and river spaces. Air and high air units, on the other hand, can use any space for travel. You cannot move a unit to a space where there are enemy units present without first destroying these units. You cannot move a unit to an unoccupied enemy city unless it is a ground unit with an attack rating greater than 0. Note that moving a unit to an enemy city will capture that city, making it part of your own empire. Sometimes you may want easy access to the number of movement points each unit has. To toggle whether the bar shown for a unit represents its health or its number of movement points, press MODE from space or unit selection. 5.2. Attacking: To attack another unit, move a unit adjacent to an enemy unit and press the direction of that enemy unit. Units can attack only once per turn and only if they have an attack rating greater than 0. Note that attacking costs 1 movement point. If the unit has a blast radius, such as atom bombs , nuclear missiles , and fusion bombs , all units within the blast radius will also be damaged. A unit is considered within the blast radius if its distance, which is the greater of the vertical and horizontal number of spaces away, is no more than the blast radius. After an attack, the attacked unit’s hit points will be decreased. The amount of damage is determined using the formula below: Decrease in Hit Points = Attack Rating × Handicap Modifier × Random Number Between 70% and 130% × [× vs. Air or vs. High Air Modifier] [× 3 if Destroyed After Use] Note that if the unit is 0 away from the attacked unit, which is normally the case, will be equal to 1. Most units have a different attack power against air and high air units. As the preceding formula show, less damage will be inflicted against any such defending units in these cases. To see how much damage a unit can do against air and high air units, view its help screen or the Civ89 Unit Chart. The unit with the greatest chance of survival is chosen to defend each space. If the unit is destroyed, all other units in that space are destroyed with it, unless the unit is within a city. Some units, such as bombs , atom bombs , fusion bombs , and nuclear missiles , self destruct when they attack, indicated by the text “Dstroyd After Use”. As in the preceding formula, they do damage equal to 3 times normal damage. Also, these units can inflict damage on multiple units in once, even if they are within a city. As always, when such units attack units that are not within a city, destroying one unit will destroy all units in the space. 5.3. Building and Buying Units: Each city can produce new units. To change what a city is producing, select its space and press ENTER until you have selected the city. You can also select the next city by pressing the “c” key. A list of possible actions will appear. Use up and down to scroll through available options. You can also use left, right, 2nd or diamond plus a direction, and the letter keys. To view information about the highlighted unit, press F1. When you have highlighted the desired choice, press ENTER, and the city will begin its production. Each unit takes a different number of turns to produce. The number of turns a unit will take shows up at the bottom of the screen in parentheses next to the name of the unit. When you change the unit a city is working on, production of the previous unit is abandoned, and the city’s production level is reset to 0%. Once you have chosen a unit, you have the option to buy that unit. To do this, select the city again, highlight the “Buy” option, and press ENTER. Each unit has a different cost. Once the unit has been purchased, the city’s production will increase to 99%, and the unit will be finished at the beginning of the next turn. Notice that in addition to making units, there are two additional options. A city can mine for additional gold for your empire, or it can work for scientific development, increasing the city’s scientific output by 150%. 5.4. Transport Units: Some units, such as galleons, transports, jet hovercrafts, and armored vehicles, can transport ground units across the map. This is especially useful for moving ground units across water barriers. Each transport unit can carry a specific number of units. Moving a transport unit moves all units it is carrying as well. Note that only ground units can board a transport unit. To board a unit onto a transport unit, select the unit to be boarded. Then, on the right side of the screen, locate where it says “Board”. Next to it will be a specific F key to press in order to board this unit. Press this key. The game will then ask which unit you wish to board, or if there is only one unit it can board, it will ask, “Board this?”. In the first case, select the transport unit you wish to board and press ENTER. In the second case, press F1 to confirm boarding that unit. Another way to board a unit is to move a ground unit onto a transport unit that is on a water space. Note that a boarded unit can neither defend against attacking units nor attack another unit. There are three ways to release boarded units. The first is to select the boarded unit and press an arrow key. The boarded unit will move one space in that direction, provided that it is moved to a land space, at the cost of a movement point. The second is to select the transport unit and press the F key for “Releas,” an option available only if the unit is on a land space. All units it is holding will be released from transport. The final way to release units can only be performed with water-based transport units, such as galleons, transports, and jet hovercrafts. Select the transport unit and press an arrow key in the direction of a land space without rivers. All boarded units will move to this space, at the cost of one movement point. 5.5. Bombs: Bomb units, such as bombs , atom bombs , and fusion bombs , are special attack units that cannot move outside of bomber units, such as bombers and jet bombers , which act as air units. To use bomb units, you must first board them onto a bomber the same way you would board a unit onto a transport unit. Then, move the bomber toward the bomb’s target. Next, select the bomb and press a direction to attack to a particular space. You can also simply detonate the bomb using the F key shown on the right side of the screen for “Detnate”. Another way to drop a bomb is to select the bomber unit that is holding it and press the F key for “Drop”. In addition, selecting the bomber unit and pressing the direction of an enemy unit will cause the game to ask whether you want to release all of its bomb units in that direction. ----------6. Technology:---------- Your empire is constantly advancing technologically. It works toward specific technological advances, which will give your empire different kinds of benefits. Most technologies have certain prerequisites, technologies that must be developed before it can be researched. Most technologies, in addition to activating other technologies, allow you to build new kinds of units. For example, once you research horseback riding, your cities are able to produce the “Horsemen” unit. More advanced units are essential to overpowering your enemy. Once you research a technology, you will be given the option of which one to research next. Simply press up and down to select a technological advance, then press ENTER. You can also use left, right, 2nd or diamond plus a direction, and the letter keys to select a technology. When asked to confirm your choice, press F1. From the technology select screen, you can also view information about the technologies. To see details about the highlighted technology, press F1. If you are trying to reach a certain technology, you can use the “Goal Seek” feature. To do this, press F2 to activate a list of every technology. Scroll through the list and press ENTER on the target technology. On the right, you will see a list of technologies you can research that will eventually lead to your goal. When you are finished, press F2 or ESC to return to the technology select screen. Technologies can have special benefits for your empire. Some boost production by a specific percentage, allowing your cities to produce units more quickly. Some increase science, allowing technologies to be researched more quickly. Such percentage benefits are added rather than multiplied to each other when you receive multiple benefits of a particular type. Others allow bridge building, which is explained in the “Terrain” section of the manual. Still others increase revenue from cities, better explained in the “Economy” section later on. See a technology’s help screen for what benefits it provides. ----------7. Economy:---------- Your empire has a certain amount of gold, which can be used for various purposes. Gold is useful for supporting military might. There are two ways you can earn gold. The first is through revenues from cities. Up to 10 of your cities can generate revenues for your empire. Although this amount starts at 5 gold per city per turn, some technological advances, such as currency and the stock market, can increase this amount. However, if you have too many cities, you will need to start paying maintenance fees for some of your cities. See the following table for the exact cost. Cities Income per City per Turn 1st through 10th varies 11th through 20th 0 21st through 25th -10 26th through 30th -20 31st through 35th -30 36th through 40th -40 41st through 45th -50 46th and above -60 The second way to earn gold is by mining. Your cities can mine 8 gold per turn. To do this, select a city and choose the “Mining” production option. Some units, such as miners , can mine a unique amount of gold each turn. To use mining units to get gold for your empire, press the F key for “Mine”. The amount of gold mined can be found using the formula below: Gold Mined = Unit’s “Mines” Statistic × (Number of Movement Points the Unit has Left ÷ Maximum Number of Movement Points for the Unit) [× 2 if Space has a Mine ] Mining takes movement points. However, the movement points are not deducted until the end of the turn. To stop a unit from mining, select it and press the F key for “Stop”. In addition to maintenance fees, there are three ways to spend gold. You can buy units, as described earlier in the “Military” section. You can bribe enemy units, also described in the “Military” section. Finally, you must pay for each unit that your cities are unable to support. Although your cities can support a large number of units, 25 plus an additional 5 per city, remaining units must be paid 10% of their cost per turn. Cheaper units are paid first. If you are unable to pay for cities or units, they will begin to disappear. It is vital that you make sure that you not run out of gold, so vital that the game will warn you if you will run out in 3 or fewer turns. For this reason, it may be desirable to disband a unit or demolish a city. To do so, selected a city or unit and press backspace to delete it. Then, press F1 to confirm its deletion. ----------8. Terrain:---------- The map is a grid of variable size. It is cylindrical in topology, meaning that if you keep moving right you will eventually reach your starting point. Each space has its own terrain. Each square is either a water space or a land space. Water spaces can only be traveled on by water, air, and high air units. Other units can only use the land spaces. Land spaces can have three types of land structures in any combination: rivers , roads , and mines . These structures have different benefits. Both land and water units can travel through river spaces. Land units can travel farther on roads than on other spaces. Also, twice as much gold can be mined where there is a naturally occurring mine. Moving one space usually costs 1 movement point, but the cost in movement points may vary depending on the terrain. If a ground unit moves from a space with a city or roads to another space with a city or roads, it only costs ½ of a movement point. Moving a water unit to a river space requires 1.5 movement points. Note that water units can travel through cities for 1 movement point. ----------9. Construction:---------- Some units can be used to build cities, roads, or canals. Units such as settlers , builders , and engineers identified in the help screen by a “Build Speed” of more than 0 can build cities and roads. Some units, such as engineers, can also be used to make canals, which adds rivers to a space on the map. To build a city, roads, or canals, move the appropriate unit to the desired space and press the F key for “City,” “Roads,” or “Canal”. Note that no two cities can be horizontally, vertically, or diagonally adjacent to each other. Construction will begin immediately. Each turn, production will progress by a certain percentage. When you select the unit, you can what percentage of the construction is complete next to where it says “orders”. Normally, construction takes the number of turns shown in the following table. Thing Constructing Number of Turns for Construction Under Normal Conditions city 1.5 roads 3 canal 10 The percentage by which construction progresses over a turn is determined using the formula below: Percentage Increase in Construction = 100% × Build Speed × (Number of Movement Points the Unit has Left ÷ Maximum Number of Movement Points for the Unit) ÷ Number of Turns for Construction under Normal Conditions Note that roads can be built where there are rivers only if you have acquired technology for bridge building. Also, there is a limit of 50 cities per player. Any number of units may work on construction at once, and multiple things may be constructed simultaneously in one space. Construction costs all of a unit’s remaining movement points. However, movement points are not deducted until either the turn ends or construction is completed. To stop construction, select a unit and press the F key for “Stop”. Some units, such as builders and engineers, can assist a city’s production simply by completing the turn in that city. The amount by which it assists production depends on the type of unit. When a city is producing a unit, the percentage of production that it advances each turn can be found using the formula below: Percentage Increase in Production = 100% × (100% + Greatest Assist Rating of All Units in the City) × (100% + Sum of all Production Bonuses Due to Technology) ÷ The Number of Turns the Unit Normally Takes to Create ----------10. The Empire Screen:---------- From the empire screen, you can access a variety of information about you and your opponent’s empires. To access the empire screen, press ESC from the play screen, and to leave it press ESC again. Use the arrow keys to change what is selected on the empire screen, and press ENTER to choose the current selection. If you choose the “End Turn” option, play will pass to your opponent. Choosing the “Exit” option exits the game. Choosing the “Military” space will show a unit graph for you and your enemy. In it, you will see the number of units of each type that each player has in a bar graph, although some units may be grouped into the “Other” category. It also shows how many units each empire can support before paying revenues. The “Economy” option shows detailed information about your empire’s economy. It shows how much gold you have and gives a breakdown of all of your income. Choosing “Technology” activates the goal seek screen. From here, in addition to finding out how to reach a particular goal, you can view information about which technologies you have researched and the effect of each technology. Press ESC when you have finished. Choosing “Settings” shows the settings of your game and allows you to change the game file number and whether autosave is on, save your game, or return to the title screen. ----------11. Winning the Game:---------- There are two ways to win the game. The first is to destroy all enemy units and cities. The second involves the turn limit. When the last turn has been completed, each player receives a score that is equal to twice their power index, a measure of their military strength, plus their gold. The power index is computed by adding 10 times the HP and 15 times the attack rating of all of a player’s units that have a nonzero attack rating. That’s how to play! I encourage you to explore Civ89 and the Civ89 editor. Enjoy!