STAR LORDS



THE GAME

    Until the 24th Century man was confined to earth, exploring the 
solar system and nearby stars. Space flight was measured in fractions of 
the speed of light. Then Tamara Newton, inheriting the genius of her 
ancestor, developed an elegant theory that predicted the occurrence of 
portals in the universe. Portals drastically cut the length of space 
flights. Man quickly developed ships that could locate the portals. The 
galaxy was finally open for exploration.

    Exploration proceeded rapidly. Only a few worlds were found suitable 
for colonization, and a very few of these advanced rapidly and began to 
dominate. Differences in culture arose. Bloody and devastating wars were 
fought. When all that man had worked for was on the eve of destruction, 
peace of a sort was hammered out. Future disputes would be decided by 
Star Lords especially trained to command unmanned ships and robot 
satellites, dueling with other Star Lords in the far reaches of space. 
The ultimate victory was now complete control of the galaxy.

     It is now the 27th Century and you are a Star Lord, competing with 
up to 3 other Star Lords for control of a galaxy having myriad 
variations. The computer can play the role of as many as 3 Star Lords. 
Your ability to command the robot fleets and extend your control will 
determine the outcome of the conflict.

SYSTEM REQUIREMENTS:

An ATARI computer with 48K RAM, one disk drive and one joystick.

LOADING INSTRUCTIONS:

     With the computer turned off, remove any program cartridges and 
turn on the disk drive and monitor. Insert the program disk in the 
drive. On 400/800 systems simply turn on the computer. On XL systems, 
press the OPTION key while turning on the computer. The scenario program 
will load automatically. After the title screen appears, press the START 
key when ready to play.

RULES AND BACKGROUND:

     1 to 4 players compete for control of the known galaxy. Each player 
begins with control of a Home world and a fleet of 120 ships. By 
ordering fleets of various sizes players attack and attempt to eliminate 
opposing fleets, gaining control of worlds. Worlds controlled by a 
player will build ships every year for the player controlling the world, 
and these ships can then be ordered to attack or sent to allied worlds. 
Additional ships are also built at a rate determined by the total ships 
built by worlds under a player's control and placed on them for future 
use.

GAME LIMITATIONS

                             MIN.      MAX.
NUMBER OF PLAYERS              1        4
NUMBER OF COMPUTER PLAYERS     0        3
NUMBER OF TURNS (YEARS)       10       99
NUMBER OF WORLDS              10       40
SHIP BUILDING, PER YEAR        0       18
FLEET SIZE, IN TRANSIT         1    1,999
FLEET SIZE, WORLD FLEET        0    1,999
NUMBER OF FLEETS, IN           0       30
TRANSIT (PER PLAYER) 4

THE WORLDS:

     40 Worlds are available for game scenarios. Each world has a 
nominal ship building capacity that is adjusted during each turn 
according to the stability of that world's economy.

HOME WORLDS:

NAME     SHIPS  ECON.
Triton      12     s
Palladia    12     S
Draco       12     S
Knossos     12     S

NEUTRAL WORLDS:

NAME     SHIPS  ECON.     NAME     SHIPS  ECON.
Orion        9     S      Kepler       8     C
Artica       7     U      Falchion     6     S
Rhea         5     S      Pyxis        4     C
Volans       3     U      Hydra        9     S
Titus        8     S      Lyrae        7     C
Argos        6     U      Einstein     5     S
Alesia       4     S      Ceti         3     C
Ephesus      9     U      Megiddo      8     S
Terminus     7     S      Centauri     6     C
Amazon       5     U      Luxor        4     S
Ishtar       3     S      Baybars      6     C
Krypton      9     U      Tethys       8     S
Terra        7     S      Oberon       6     C
Tycho        5     U      Galileo      4     S
Sahel        3     S      Helios       9     C
Ocean        8     U      Spartos      7     S
Newton       6     S      Elysium      5     C
Irata        4     U      Janus        3     S

WORLD ECONOMY:

     A world's economy affects the annual production of ships. There are 
3 levels of economic stability.

S = Stable, mature economy capable of building 150% of the nominal 
building rate.

C = Fluctuating economy subject to declines to 50% of the nominal 
building rate.

U = Unstable primitive economy where there may be no ships built.

Example A - Orion, an 'S' world will build 9 ships 50% of the time and 
13 ships 50% of the time. Odd nominal rates are always rounded to the 
next lower even number.

Example B - Lyrae, a 'C' planet will build 7 ships 50% of the time, 4 
ships 50% of the time.

Example C - Ocean, a 'U' world will build 8 ships 50% of the time, 0 
ships 50% of the time.:

      You will be assigned a Home world. The remaining worlds in the 
galaxy are selected randomly by the computer from the Neutral worlds. If 
there are less than 4 players, remaining Home worlds may also be 
selected to start as Neutral worlds. Each world is only selected once, 
so a 40 world galaxy will have every available world. Each world will 
also be identified by a number.

NEUTRAL WORLD ACTIVITY:

     At the beginning of a game, each Neutral world will have a fleet 
equal to one full year of its nominal ship building rate. If during 
scenario design the Neutral worlds are instructed to build fleets, then 
each year they will build ships equal to one-half the nominal rate, 
adjusted to their economy. If not ordered to build the initial fleet is 
never reinforced. Until a player conquers or scouts a neutral world its' 
ship building rate is difficult to determine. Neutral world fleets never 
attack other worlds.

Example A - Neutral Worlds build fleets.
Falchion, an 'S' world has a nominal ship building rate of 6. A player 
invading Falchion on turn 1 would encounter 9-10 ships (6+3+1 possible). 
Unless the world is conquered it will continue to build defensive ships 
at the same rate.

Example B - Neutral worlds do not build fleets.
Tycho has a nominal ship building rate of 5. The first player to invade 
Tycho will encounter 5 ships on any turn. No additional defensive ships 
will be built.
     Once a Neutral world has been conquered it will always be allied to 
a player. It will build ships at the nominal rate, adjusted by its 
economic type. These ships are controlled by the player in control of 
the world.

ROBOT SHIPS:

     Each player selects a ship design. There are 6 ship designs which 
differ in both appearance and accuracy of their weapon when Attacking 
and Defending. The Attack and Defense factors have a range of 0.8 to 
1.2. With 0.8 as a basis the accuracy of fire increases on the average 
as follows:

0.8  0.9  1.0  1.1  1.2
 0%   2%   4%   7%   9%

     Each ship design Attack and Defense factors when added together 
always equal 2, so no ship design has an overall advantage. A design can 
only be selected once. Ships used to defend Neutral worlds will be of a 
design not chosen by a player and have a Defense factor of 1.0.

THE GALAXY AND FLEET TRAVEL TIME:

     The galaxy will vary in size according to the number of worlds it 
has, and is represented by a grid.
20# OF WORLDS        SIZE OF GALAXY
  33-40                18x20
  25-32                16x18
  17-24                14x16
  10-16                12x14

     During scenario design, the galaxy will be constructed and worlds 
placed on the grid by the computer. Each player has their own color to 
indicate their home world, with Neutral worlds shown as one size colored 
blue on white. Players have the option to have the galaxy reconstructed. 
In order to determine if the galaxy is acceptable, it is important to 
understand Fleet Travel Time.

TIME AND DISTANCE TABLE

     Distance from one point to adjacent
horizontal or vertical point                 500 light years
One year flight, maximum range              1000 light years
Two year flight, maximum range              3000 light years
Three year flight, maximum range            6000 light years

     For 4 or more years, add 3000 light years range for each added 
year.

     Using this table and the map "THE GALAXY" on the following page, a 
fleet sent from world 01 to world 02, e.g., would arrive at the end of 
the same turn(year) if world 02 is 1000 or less light years away, at the 
end of the next turn if 1001-3000 light years distant, and so on. A 
galaxy of reasonable design should have about 20% of the worlds within 2 
years flight time of your Home world.

SUGGESTED SCENARIOS:

  Beginner: One player, 10-16 worlds, 10-20 turns and Neutrals build 
fleets.

  2 player games: 17-24 worlds, 30-40 turns and Neutrals build fleets.

  3 player games: 25-32 worlds, 50-75 turns and Neutrals do not build 
fleets.

  4 player games: 33-40 worlds, 50-100 turns and Neutrals do not build 
fleets.

SCENARIO DESIGN:

  NEW OR SAVED GAME?

     To start a new game, press 'N'. To continue a game previously 
saved, press 'S' and follow the simple instructions.

NOTE that pressing the 'ESC' key during scenario design will restart the 
entire process.

  NUMBER OF PLAYERS (1-4)

     Enter the number of players, including any computer opponents that 
are going to play.

  # OF COMPUTER PLAYERS (0-X)
)     Enter the number of computer players. At least one human player is 
required.

  HOW MANY WORLDS (10-40)
)     Enter the number of worlds that the galaxy will have.

  HOW MANY TURNS (10-99)
)     Enter the number of turns(years) that the game will be played.

  WILL NEUTRAL WORLDS BUILD DEFENSIVE      FLEETS (1-YES 2-N0)
)      Press '1' if the Neutral worlds are to build fleets. Press '2' 
for no additional defensive ship building.

  ENTER PLAYER'S NAME

     The Home world that you control is indicated. Enter your name which 
will be prefaced by 'Lord'. If your name is less than 6 letters long, 
press RETURN after entering it.

  ANY CHANGES (1-YES 2-N0)

     Press '1' if changes to the scenario are desired. All preceding 
steps will be repeated. If no changes are needed, press '2'.
Now plug a joystick into the left port.

SHIP SELECTION:

     The ship designs are now displayed. Select a ship by moving the 
joystick up or down until the number corresponding to the design is 
shown at the bottom of the screen. The ship is assigned to you and 
erased from the screen. The other players then select from the remaining 
ships until all players have a design.

GALAXY CONSTRUCTION:

     The computer now constructs a galaxy. Each player's Home world is 
indicated by its own color, with the Neutral worlds shown as smaller 
blue on white worlds. Each player should have the choice to have the 
galaxy remade. Move the joystick right for a new galaxy. Move it left if 
the galaxy is satisfactory. All computer opponents, if any, will then 
accept or reject the galaxy.

GAME LOAD:

     Once all players have accepted the galaxy, the computer will 
request that a formatted disk be placed in the drive. You may use the 
game disk to store one scenario file. When the proper disk is in the 
drive, press the joystick trigger to save the scenario. Then make sure 
the game disk is in the drive and press the trigger. The Game program 
will load and run automatically.
Once the game program and scenario have been loaded, the World Status 
Chart is displayed.

WORLD STATUS:

     Human players take their turn in a random sequence. Each player has 
their own color which indicates the worlds that they control. Neutral 
worlds are shown simply as blue on white numbers. Information about each 
world is listed. From left to right, the Star Lord controlling the 
world, the world number, the nominal ships built per year by the world, 
and the size of the fleet stationed at the world. All fleet orders are 
given when WORLD STATUS is displayed.

FLEET ORDERS:

     All fleet orders should be top secret. To order a fleet, move the 
joystick up or down until the world that the fleet is being sent from 
(one that you control) is shown next to 'FROM-' and press the trigger. 
Then move the joystick up or down until the world the fleet is being 
sent to is shown next to the 'TO-' and press the trigger. Next move the 
stick in the same manner until the fleet size is correct and press the 
trigger. Press the trigger again to launch the fleet. You may cancel the 
order at any time prior to launch by moving the joystick left. After a 
fleet is launched it cannot be ordered back. Use the Fleet Log provided 
to note your fleet moves.

     To end you turn, move the stick right before starting a fleet 
order. Do this only after you've issued all of your fleet orders.

     To exit the World Status display, press the trigger before starting 
a fleet order. A menu will appear. Position the arrow by moving the 
stick up or down, and press the trigger when the flashing arrow is next 
to the desired selection.

MENU SELECTIONS:

   WORLD IDENTITY MAP:

     This is the layout of the galaxy showing the worlds in their 
respective positions. Each player has their own color which indicates 
the worlds under their control. Neutral worlds are shown as blue on 
white. Color designations will change as players lose or gain control of 
worlds. A chart has been provided to note the location of the worlds if 
desired.

WORLD SHIP BUILDING MAP:

     This map portrays the galaxy with the worlds sized according to 
their nominal ship building rate. A scale is shown on the lower portion 
of the screen indicating the nominal ship production of different sized 
worlds. Color designations are the same as for the World Identity Map. 
Neutral worlds are always shown as size '5' worlds, blue on white.

FLEET TRAVEL TIME:

     The World Identity Map is displayed to aid calculations. Move the 
stick as in ordering fleets. The distance between any two worlds can be 
determined, along with the year that a fleet would arrive if sent from 
one to the other.

PLAYER STATUS:

     The Player Status chart shows for each player the number of worlds 
that they control, the combined size of the fleets stationed at those 
worlds, the total nominal ship building rate of the worlds, the number 
of fleets in transit and the combined size of the fleets.

PREVIOUS YEAR SHIP PRODUCTION:

     The Ship Production chart is displayed, showing the number and name 
of each planet, the number of ships it built in the previous year and 
the type of economy it has. The current player's worlds are indicated by 
the world numbers shown as inverse. Neutral worlds do not have an ID 
number and are in a random sequence, if possible.

SAVE GAME:

     Make this selection to save a game in progress. Follow the simple 
instructions on the screen. The game disk may be used to save one 
scenario.

END GAME:

     You may end the game prematurely. The game should be saved 
occasionally just in case this option is selected by accident. The 
computer will verify that you really want to end the game, and announce 
a winner, if any.

SUBSPACE COMMUNICATION:

     After all human players have taken their turn, computer players 
will take theirs. During a computer player's turn, communications are 
picked up by the computer via Subspace channels. The messages are 
encoded and impossible to read. The level of activity can be 
ascertained, however, for each communication is a fleet order of one 
sort or another.

EMPIRE SHIPS:

     After all players have taken their turn, each player will have 
their worlds displayed with the number of ships built by each world 
during the past year. A tally is made of the total number of ships 
built. Empire or bonus ships are then allotted to the player equal to 
one-third of the total (rounded to the lowest whole number). These ships 
can be placed on any one of the player's worlds. Move the stick up or 
down until the world to receive the ships is shown and press the 
trigger. The remaining players will proceed in a similar manner. This 
ends the Fleet movement phase of a turn.

FLEET ARRIVALS AND WORLD ATTACKS:

     Fleet arrivals and invasions will now begin. Fleets do not arrive 
in the order that they were sent. After all fleets due have arrived and 
attacks made the turn ends and the next begins until the game ends.

SHIP COMBAT:

     Combat is resolved by the computer in accordance with the Peace of 
Oberon, signed by all world leaders in 2486. Regardless of fleet size a 
maximum of 15 ships per side duel at a time, defender on the left, 
attacker on the right. Sides alternate fire of the ships' Photon 
torpedoes until the last ship has fired. Replacements, if any, arrive 
and combat continues until one side is completely eliminated. If the 
attacker or a neutral world fleet has been wiped out then combat has 
ended.

WITHDRAW FLEET:

     It is possible to withdraw attacking fleets during Ship combat. 
Prior to the initial appearance of the attacking fleet, or before 
replacements arrive, a green background will signal to the attacking 
Star Lord that he may withdraw his fleet to the nearest world in his 
control. Pressing the trigger at this time will automatically withdraw 
the fleet. Do not hang on the trigger, as this will allow the opposing 
fleet to jam the signal, indicated by a red background. Subspace 
channels are clear for transmitting orders to withdraw only 
occasionally.

COMMAND SATELLITES:

     If a world under attack has been controlled by its Lord for at 
least one full turn, the defender will send the world Command Satellite 
to battle if the defending fleet was eliminated. The Command Satellite's 
offensive weapon is the Mark IV disruptor missile, rated 90% effective 
against all ships within range. The missiles are fired in tandem at the 
attacking ships. After any replacements arrive, the attacking ships then 
fire on the Satellite. A torpedo must hit the power core at the exact 
center of the Satellite to be effective. Combat continues until either 
side is destroyed. If the defender is eliminated then control of the 
world passes to the attacking Star Lord.

ANTI-MISSILE PLASMA FIELD:

     All attacking fleets are equipped with this defensive weapon. Used 
to destroy Mark IV missiles, the technology for Plasma Fields is 
immature and the energy requirements to generate one are extreme. Thus 
the weapon is unreliable. Prior to a Mark IV missile launch, an 
operational Plasma Field is signaled by a green background. Press the 
trigger to activate the field. Pressing the trigger too soon will abort 
activation of the field, signaled by a red background. A Plasma Field is 
operational just long enough to desegregate and atomize Mark IV 
missiles.

SATELLITE SNUB MISSILES:

     As a counter measure to Plasma Fields, it is sometimes possible for 
the defending Star Lord to destroy them with Snub Missiles. The defender 
launches Snub missiles by pressing the START key on the computer 
console. The Snub missile will explode when in contact with the Shield 
generators. Pressing the START key before it is needed does NOT abort a 
Snub missile launch.

THE LORDS:

 AKBA SCIPIO;Last of the ancient Star Lords, Scipio is more machine than 
man. Prosthetic manipulators for arms and treads for legs, his 
nutritional requirements include a daily recharge of his batteries. He 
has refused to take on any apprentices, claiming youth at the age of 
306.

DOMO TRAJAN:

     Over 200 hundred years old, Trajan is no spring chicken either. A 
veteran of many campaigns, he trained under Callisto, greatest of the 
ancient Star Lords. He replaced his master after triumphing over him in 
a duel that lasted fifty years.

MOJO KHUFU:

     By contrast Khufu is a newcomer to the Star Lord clique, only 
recently turning 80. Vicious and unrelenting, he rose through the ranks 
quickly by assassinating the opposition if he couldn't beat them in a 
fair fight. He claims direct lineage to the ancient Pharoahs.

DESIGNER NOTES:

     Some space strategy games are more like 'Visicalc in Space' than 
stimulating competition. Star Lords attempts to provide the best of two 
worlds; challenges to the mind by making it hard to win decisively and 
enjoyable graphics and sound. The end result is I hope hours of 
enjoyment.

     My favorite Star Lord games are the wide open ones with 40 worlds, 
no Neutral Ship building and 3 opponents. This game must initially 
resemble the Oklahoma Land Rush, as players snap up neutral worlds as 
fast as their fleets can get to them. After the neutrals are eliminated 
a period follows where players consolidate their holdings and plot 
against the opponents.

     Don't spread your ships too thin or your empire might get torn to 
shreds. Attack worlds that are in good locations where they can be 
protected as well as offer protection. The ability to counterattack and 
regain lost worlds is significant. When attacking, make sure that you 
send enough ships to take on the Command Satellite after eliminating the 
enemy fleet. In multi-player games where there is still a balance of 
power, try to avoid frequent large battles.  This will inevitably weaken 
your overall position. The computer players can be very tough if they 
have the advantage. When one player gets stronger than the rest they try 
to gang up on him. The ability to manage your ships, putting them where 
you need them and discouraging large battles that you don't want to 
fight are the two most important skills in Star Lords.

ACKNOWLEDGEMENTS:

     Star Lords was produced using copyrighted software products of 
Monarch Data Systems, Cochituate, MA 01778, and PM Animator, copyright 
1983 by Tronix, 2265 Westwood Blvd., L.A., CA 90064

PLAYER CHART:


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THE WORLDS:

__Triton    12  S    __Palladia  12  S
__Draco     12  S    __Knossos   12  S
__Orion      9  S    __Kepler     8  C
__Artica     7  U    __Falchion   6  S
__Rhea       5  S    __Pyxis      4  C
__Volans     3  U    __Hydra      9  S
__Titus      8  S    __Lyrae      7  C
__Argos      6  U    __Einstein   5  S
__Alesia     4  S    __Ceti       3  C
__Ephesus    9  U    __Megiddo    8  S
__Terminus   7  S    __Centauri   6  C
__Amazon     5  U    __Luxor      4  S
__Ishtar     3  S    __Baybars    6  C
__Krypton    9  U    __Tethys     8  S
__Terra      7  S    __Oberon     6  C
__Tycho      5  U    __Galileo    4  S
__Sahel      3  S    __Helios     9  C
__Ocean      8  U    __Spartos    7  S
__Newton     6  S    __Elysium    5  C
__Irata      4  U    __Janus      3  S

