User manual GAMES PC MASTER OF ORION
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GAMES PC MASTER OF ORION TECHNICAL SUPPLEMENT AND REFERENCE (85 ko)
Manual abstract: user guide GAMES PC MASTER OF ORION
Detailed instructions for use are in the User's Guide.
[. . . ] MASTER OF ORION
MicroProse Software The Ridge, Chipping Sodbury, Avon BS17 6AY Tel: 0454 329510 All rights reserved Copyright ©1993 by MicroProse Software, Inc.
Ma r ste
This book may not be reproduced in whole or in part by any means without permission, with the exception of quoting brief passages for the purpose of review. Printing: 9 8 7 6 5 4 3 2 1 Printed in the UK
Master of Orion is a trademark of MicroProse Software, Inc. IBM is a registered trademark of International Business Machines, Inc. Tandy is a registered trademark of Tandy Corporation
Master of Orion
Credits Introduction . [. . . ] At the end of the year, if you do nothing to change relations, the diplomatic scale will move back toward the neutral setting for both races. Negative Diplomatic Actions: · espionage · sabotage · excessive military buildup along borders · attacking a fleet · killing off planetary populations · using biological weapons against ANY race · possessing too many planets · previously broken treaties Positive Diplomatic Actions: · tribute · trading · non-aggression pacts and alliances · attacking a mutual enemy An accidental encounter over an uncontrolled star system will damage relations, but attacking an enemy colony almost certainly leads to war. Furthermore using biological weapons will make all races distrust you. Every time war is declared or a treaty is broken, a permanent diplomacy penalty is assigned to any future dealings. Therefore, if you consistently break treaties and attack an opponent, he will be very unwilling to form new treaties and will only accept trades which benefit him more than you. Non-aggression pacts and alliances do not immediately effect your diplomatic relations, but instead improve the relations as long as the treaty is enforced. Trade also improves relations, but not as much as a non-aggression pact or alliance.
KLACKON workers are
DIPLOMATIC RELATIONS (CONT. )
Finally, there will come a time when one empire recognizes its superior position and will attempt to eliminate all weaker competitors to win the game. At this time no amount of tribute will prevent the enemy from attacking. Declarations of War: Once war has been declared, the enemy withdraws their ambassadors and existing treaties and trade agreements are broken. Until relations stabilize, the ambassadors will not return to even talk over peace agreements. You can increase your opponent's willingness to sue for peace by successfully attacking ships and destroying his colonies. On the other hand, if they are succeeding, they will not be eager to discuss peace. If neither side attacks for a while, relations will eventually stabilize, ambassadors will return and be willing to negotiate for peace. Starting Diplomatic Relations: When play begins, each race starts with a diplomacy rating that reflects their suspicions and prejudices concerning the other races in the game. Then, as the game goes and the diplomacy ratings change, relations will always gravitate back toward the starting diplomacy setting. Therefore, if you wish to remain allied with another race, you must continually perform positive diplomatic actions. The table below shows the starting diplomatic relations for each race. Note that the Humans in general are the most favoured, while everyone hates the Darloks.
Races Alkari Mrrshan Humans Klackons Meklars Psilons Darloks Sakkra Silicoids Bulrathi
Alkari ------ Restless Relaxed Unease Neutral Neutral Unease Unease Neutral Neutral
Mrrshan Restless ------ Relaxed Unease Neutral Neutral Unease Wary Neutral Unease
Humans Klackons Meklars Relaxed Relaxed ------ Relaxed Relaxed Relaxed Relaxed Relaxed Relaxed Relaxed Unease Unease Relaxed ------ Neutral Neutral Unease Unease Relaxed Neutral Neutral Neutral Relaxed Neutral ------ Neutral Unease Unease Relaxed Neutral
Psilons Neutral Neutral Relaxed Neutral Neutral ------ Unease Neutral Neutral Neutral
Darloks Unease Unease Relaxed Unease Unease Unease ------ Unease Unease Unease
Sakkra Unease Wary Relaxed Unease Unease Neutral Unease ------ Neutral Neutral
Silicoids Neutral Neutral Relaxed Unease Relaxed Neutral Unease Neutral ------ Neutral
Bulrathi Neutral Unease Relaxed Neutral Neutral Neutral Unease Neutral Neutral ------
TRADE AND TRIBUTE
Trade: By exchanging trade goods with your opponents, you are actually receiving needed resources that will increase your total income while improving your relations with the race that you are trading with. As long as you are not actively engaged in a war with a race, you will be able to trade with them. By signing a trade treaty, you agree to exchange a specified amount each year, up to 25% of the lesser player's production total. Both players then receive a percentage return based on the number of years the treaty has been established. Since establishing trade requires an initial investment for organizing patrolled trade routes and establishing customs, your income from a trade treaty begins at 30% of the treaty amount. [. . . ] They carry extremely heavy warheads capable of inflicting much more damage than their beam weapon and missile counterparts. Ships equipped with bombs each carry a supply sufficient for ten attacks. · Missiles and Torpedoes are seeking drones that track and follow enemy starships, detonating on contact. If the missile or torpedo hits, the full damage of the warhead is scored against the target. [. . . ]
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