Imperial Conquest

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Screenshots - Imperial Conquest

Imperial Conquest atari screenshot
Imperial Conquest atari screenshot
Imperial Conquest atari screenshot
Imperial Conquest atari screenshot

Information - Imperial Conquest

GenreStrategy - WargameYear1993
LanguageSTOS BASICPublisher[no publisher]
ControlsMouseDistributor
Players1DeveloperSerious Games
ResolutionLowLicensed from
Programmer(s)

[unknown]

CountryUnited Kingdom
Graphic Artist(s)

[unknown]

SoftwareEnglish
Game design

[unknown]

Box / InstructionsEnglish
Musician(s)

[unknown]

LicensePD / Freeware / Shareware
Sound FX

[unknown]

Serial
Cover Artist(s)ST TypeST / 0.5MB
MIDIVersionDemo
Dumpdownload atari Imperial Conquest Download / MSANumber of Disks1 / Double-Sided
Protection

Instructions - Imperial Conquest

Imperial Conquest is the copyright of Serious Games 1991,93.

---------------------------------------------------------

  This is the pd version of IC, it is identical to the full 
version apart from having the save\load facilities disabled.  If 
you enjoy the game sufficiently to want to save your game position 
you can buy the full version by sending £5.00 to the address 
below.  Please make cheques\postal orders payable to Serious 
Games.

Serious Games
32A Albert Street
Seaham
County Durham
SR7 7LJ

  The price includes postage for Britain.  Outside Britain enclose 
£2.00 extra to cover postage and ensure payment is by pounds 
sterling and cheques are drawn at a British bank branch or by 
Eurocheque.

------------------------------------------------------------------

Loading

  To load Imperial Conquest place the game disc in the disc drive 
and reset or switch on your ST.  Imperial Conquest is such a large 
program that when used on an unexpanded 520 ST (with only 512K of 
memory) it must be run from the AUTO folder by resetting the 
computer, it will not load if you double-click on the program icon.

--------------------------------------------------------

Starting a game

 On starting a new game you will have to choose how many human 
players are to take part, and which nations they will lead.  
Simply select each nation from the menu that will be human 
controlled, to change a choice select the same nation again.  
When all the desired nations have been picked use the READY menu.  
The game will now start, the first nation to move will be 
selected at random and the other nations will take their turns 
until it is your nation's go.


Introducing Imperial Conquest

  There are three main parts to Imperial Conquest.  The central 
part is the area map, this shows the whole of the Mediterranean 
area covered in the game.  From this the user can access the unit 
map, which shows a small part of the area map in greater detail.  
The third part of Imperial Conquest is the battle section, this 


is only used when one of the player's armies is involved in a 
battle.

  Imperial Conquest is based in the ancient Mediterranean, 
starting in 270 BC.  There are 16 nations to be lead by human or 
computer players.  The 5 major powers; Rome, Carthage, the 
Seleucid Empire, the Ptolemaic Empire, and Macedonia, have 
certain qualities or advantages that gives them a realistic 
chance of conquering the whole of the Mediterranean area.

  There are 11 other nations; Numidia, Gaul, Greece, Celtiberia, 
Illyria, Dacia, Bithynia, Galatia, Armenia, Media, and Thracia.  
Some of these have a chance of acquiring a substantial empire 
given efficient leadership.  The smallest nations will need an 
ingenious and lucky leader to merely survive.

-----------------------------------------------------------

The Area Map

  The area map is the central part of Imperial Conquest for either 
learning what your opponents are doing, or for moving about the 
unit map quickly.  The area map consists of a map of the 
Mediterranean and a menu.  By clicking the left mouse button on 
the map you will be placed at that position on the unit map.  
The various menus are described below.

-------------------------------------------------------------

map  -  contains a series of options for showing information on 
the map.

mono     - sets the map to monochrome to make objects easier 
           to see.

physical - sets the map to coloured to show terrain.

clear    - clears and redraws the map.

cities   - shows the position of cities.

capitals - shows capital cities.  If used for a specific 
           nation, the name will be shown.

armies   - shows armies.

fleets   - shows fleets.

show all - rather than only displaying the position of 
           objects for one nation, the chosen object of all 
           nations will be shown.

--------------------------------------------------------------



nation  - is used to select which nation's details are shown on 
the map or in the status option.

--------------------------------------------------------------

strategy  - for making strategic decisions.  These will be 
described in greater detail later.

status   - shows the current status for any nation selected 
           using the NATION menu.

politics - alter your nation's political relations.

tax      - adjust your nation's tax level.

new unit - mobilise troops to form a new army unit.

new army - make a new army.

new fleet- start building a new fleet.

----------------------------------------------------------------

mercs  - is used to show the position of any available mercenary 
units of the chosen type.

----------------------------------------------------------------

game  - to load or save a game position, or end a player's turn.

load     - load a new game position.

save     - save the current game position.  The saved file is 
           about 28K in size, we suggest you use the .SAV 
           extension on the filename.

end turn - end the current player's turn.

------------------------------------------------------------
  
The Unit Map

  The unit map is an expanded version of the area map.  Here you 
can examine the actual cities, armies, and fleets.  This is where 
armies are moved, and are used to defend or attack countries.

  By clicking with the left mouse button on an army, city, or 
fleet you will be shown information about it.  If you click with 
the right mouse button on one of your armies you will be shown all 
the units in it.  Armies may contain regular and mercenary units, 
the former are those units mobilised from your own population.  
Clicking with the right mouse button on a city will reveal if 


there are any mercenary units available at that city.

  To move an army or fleet select the army or fleet to be moved by 
clicking on it.  Now trace the path you want the army/fleet to 
follow by clicking on the squares it should pass over.

  An army has 8 moves per turn, a fleet 25 moves.  Moves are 
deducted according to the terrain underfoot.  The cost in moves of 
the different types of terrain is;

     plain     -    1
     desert    -    1
     forest    -    2
     mountains -    4
     river     -    4

  To move an army onto a fleet simply move it as if on to a land 
square.  To move an army off a fleet, move the fleet up to land 
then continue the moving process onto the land and the army will 
disembark.

attack
  is used to attack an army or city.  Move your army up to the 
target.  Choose ATTACK from the menu and click on the target.  
If the target is an army you will be taken to the battle section 
of the game.

  If the target is a city and the attack is successful the city 
will fall under your control.  If the city you are attacking is 
the capital of a country it will be far harder to capture unless 
its loyalty is low.

  If a capital city is captured one of two things will happen.  
If the parent nation's unity is above 40% and there is a suitable 
city available the nation under attack will move its capital.  If 
the attacked nation's unity is too low or it can not find another 
site for its capital the entire nation will fall, all the cities 
belonging to the defeated nation will fall under the control of 
the attacker.


recruit
  is used to recruit a unit into an army.  The unit may be one of 
your own earlier mobilised, or it may be a mercenary unit.  
Mercenaries may be recruited at any city which contains them, 
but your own units can only be recruited from your capital city.

  To recruit a unit follow the steps below;

1 - find the city on the area map and go to the unit map.
2 - move your army up to the city.
3 - choose RECRUIT from the menu.
4 - select the city by clicking on it.
5 - select a unit by clicking on it.
6 - choose RECRUIT from the menu.

  If you have an army on a fleet you can recruit units from 
coastal cities by following the above steps, moving the fleet up 
to the city, you do not have to disembark the army.  If there are 
mercenaries available in your capital city and there are also 
regular units ready, you will first be shown your own troops then 
the mercenaries.

  All regular units are paid the same amount regardless of 
quality, with cavalry units being more expensive to maintain than 
infantry units.  Mercenary units are paid according to their 
quality, regular units are paid the same as POOR mercenary units.  
Although most mercenary units cost more in pay and maintenance 
than equivalent regular units there is no initial expenditure for 
training and equipment.

demob
  is used to remove a unit from an army, it can only be performed 
if the army is adjacent to a city.  For a mercenary unit any city 
will do, but to disband one of your own units one of your cities 
must be used.  If the unit is one of your previously mobilised 
ones the men in it will return to civilian life.  If it is a 
mercenary unit it will probably remain at the town where it is 
disbanded for a short time.

  To disband a unit follow the steps below;

1 - find the city using the area map and go to the unit map.
2 - move the army next to the city.
3 - choose DEMOB from the menu.
4 - select the city by clicking on it.
5 - select a unit by clicking on it.
6 - choose DEMOB from the menu.

  DEMOB can also be used on a unit in an army on board a fleet, 
providing the fleet is adjacent to a suitable coastal city.

transfer
  is used to transfer a unit from one army to another.  To use 
this option follow the steps below;

1 - move the two armies next to each other.
2 - select the army to be strengthened by clicking on it.
3 - choose TRANSFER from the menu.
4 - select the army to be weakened by clicking on it.
5 - select a unit by clicking on it.
6 - choose TRANSFER from the menu.

  Transfer can be used between armies on fleets or on land.

-----------------------------------------------------------

Status

  The status screen shows the current state of the nation chosen 
from the NATION menu.  Details shown are the nation's degree of 
unity, population size, number of cities controlled, treasury 
balance, tribute payed, trade earned, tax rate, and percentage 
mobilisation.  The nation's political relations are also shown in 
full.

  Tribute is money paid to the government by the cities it 
controls, it is different from taxation and is a good sign of a 
nation's wealth.  Trade income is derived from all trading 
relationships and alliances, the richer the trading partner the 
greater the amount earned.  The figures shown are for the last 
quarter, and any changes made to tax, trade or tribute will only 
become apparent at the start of the next quarter.

----------------------------------------------------------

Politics

  There are only 4 different political relations that may exist 
between 2 nations;

     peace    - two nations have no diplomatic relations.
     trade    - two nations trade with each other.  Nations 
                can have up to 3 trading partners. 
     ally     - two nations are allies, which means that 
                they trade with each other, and if one is 
                attacked the other will declare war on the 
                aggressor.
     war      - two nations at war.  Wars are easy to start 
                but can be difficult to end.

  Political relations are changed by choosing POLITICS from the 
STRATEGY menu.  To make a change do the following;

1 - select the nation by clicking on it.
2 - choose the new political relation from the menu.
3 - choose CONFIRM from the menu.

  If the nation agrees to the new relationship it will be shown 
in the table.  Where the political relationship is peace a space 
is left in the table, so that the other relations are easier to 
see.

-----------------------------------------------------------

Tax

  lets the leader alter the tax rate that the general population 
pays, between 0 and  40%.  The table of figures shows how much 
income different tax levels produce each quarter, this is 
dependent more on the wealth than the size of the population .  
10% is an average level of taxation, more than this will harm your 
popularity, a lower figure will improve your nation's unity.

------------------------------------------------------------

New unit

  this is where a leader gathers recruits from the population 
into units for training and eventual transfer to armies.  Each 
unit takes 17 weeks to train before they are ready for combat, but 
it takes a little longer, 24 weeks, before they reach full 
effectiveness (they will not progress above average quality in 
training).

  To recruit a new unit choose the desired type from the menu.  
Now select the number required by clicking on the four arrows, 
then choose RECRUIT from the menu.  The initial cost for the 
chosen unit type and quantity is shown.


New army

  if possible a new army is immediately formed.  This will 
contain no units and will be positioned near your capital.  There 
is no cost involved in creating a new army.


New fleet

  if sufficient resources are available this starts the building 
of a new fleet, it takes 30 weeks and costs 1000 talents.  A new 
fleet can only be constructed if your nation has at least one 
coastal city.  A nation can only construct one fleet at a time, 
you can check on a new fleet's progress by choosing NEW FLEET from 
the menu.

----------------------------------------------------------

Battle

  The battle section of Imperial Conquest takes place when a 
human player attacks another army, or when a human player's 
army is itself attacked.  This part of the game starts with 
the placing of the army units on the battle field.  Initially 
the units are placed at random, the leaders may then position 
their units as they wish.

  The attacker must first position their units within the top 
three rows of the battle field, the defender can then 
position their units within the bottom three rows.  To place 
a unit select it by clicking on it, then click on the square 
you want it to occupy.  After placing your units click on the 
END TURN box so that the battle turns can begin.

  It is the turn of the attacking army to move its units 
first, followed by the defender.  In each battle turn units 
may move, attack, and shoot.

Move
  To move a unit select it by clicking the left button on it, 
then click with the left button on the squares you wish it to 
pass over.

Attack
  To use ATTACK the attacking unit must be adjacent to the target 
unit and must have at least one move remaining.  Select the 
attacking unit by clicking the left button on it, then click on the 
target unit with the left mouse button.  If a unit is moved or 
used to shoot after it has had its attack set the attack will be 
cancelled.  All the attacks set by an army are performed at the 
end of its turn.

Shoot
  A unit can only shoot at an enemy unit if it is a missile firing 
type, it has at least one move and one shot remaining, and the 
target is within shooting distance.  Select the firing unit by 
clicking with the left button, then click on the target unit with 
the right mouse button.  The shots are fired immediately, multiple 
shots can be fired by clicking on any target within range.

  The difference between attacking a unit and shooting at it is 
that the former inflicts losses on both sides, while shooting 
inflicts losses only on the defending unit.  If more than one unit 
are used to attack a single unit in one turn the losses of the 
defending unit will be increased while the losses of the attacking 
units will be reduced.  Losses are determined by the size, type, 
quality, and morale of the opposing units, but there is also a 
substantial random element involved.

  Perhaps the most important aspect in deciding the outcome of 
battles is morale. Units are not only destroyed by having all 
their men killed, they will fall if their morale falls too low.  
When a unit falls it will cause the morale of its fellow units to 
drop and the morale of the enemy units to rise.  A unit's morale 
also falls every time it comes out worse after an attack 
(regardless of who initiated the attack), and rises each time it 
destroys proportionately more of the opposing unit than it loses.

  When a battle is finished you will be shown how many men were 
lost on each side.  Whether or not you won the enemy may offer you 
peace terms, but often they will want to continue the war.

----------------------------------------------------------

Time

  Imperial Conquest starts in 270 BC and must end by 250 BC when 
the leaders die of old age.  A year in Imperial Conquest consists 
of four seasons, and each season lasts six turns.  With regards to 
timing the training of mobilised troops or the building of a fleet, 
one turn lasts two weeks so that one season lasts twelve weeks.

  The main effect of the different seasons is on the rate armies 
use supply and the speed at which cities can resupply them.  When 
an army's supply falls below 40% its morale starts to drop, so that 
if it is involved in a battle all its units will start the battle 
with lower levels of morale.  An army can only receive supply from 
a city of the same nationality to which it is adjacent.  Armies in 
suitable positions are automatically resupplied.

Winning and losing

  There is only one certain way of winning Imperial Conquest, by 
building an empire that totally dominates the Mediterranean.  This 
is obviously easier to do with some countries than with others, 
for example the Seleucid leader can mobilise enormous numbers of 
troops while the Dacian leader will struggle to make one small 
army.  There is no difficulty level in Imperial Conquest but the 
widely different starting strengths of the nations will allow 
players to set themselves various targets as to how much 
territory they conquer and how quickly they do it.  Of course for 
the very smallest nations conquering any territory at all may be 
impossible, and for these nations survival must be the aim.

  Some players may prefer to set themselves the target of leading 
their nations in a more civilised way, only fighting defensive 
wars and relying on diplomacy and peace to build up their nation's 
wealth.  For these the ultimate goal is obviously not one of 
conquering the Mediterranean but of maintaining the security and 
wealth of their nation.

  Which ever target the player aims for there are several ways of 
losing Imperial Conquest.  The most obvious is for the player's 
nation to be conquered by another.  This occurs if their capital 
city is captured by an enemy army and a site for another capital 
can not be found.  Players may also lose by being overthrown by 
an army coup.  A leader's own army will turn against them if 
their leadership becomes extremely unpopular with the people, or 
if they bankrupt the treasury and are unable to pay the troops.  
A unity level of under 45% is extremely risky as is a treasury 
deficit of between 1000 and 5000 talents depending on population.

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Seasons and Supply

               rate of army        rate of receiving
               using supply        supply from city

     spring        10                    15
     summer         4                    18
     autumn         4                    18
     winter        25                     7

-------------------------------------------------------------

Unit Costs for Mobilised Troops

               initial cost          quarterly costs
               per 100 men           per 100 men

  lit inf           2                    1
  hvy inf          20                    2
  archers           4                    1
  lit cav          15                    3
  hvy cav          30                    4

--------------------------------------------------------------

Unit Costs for Mercenaries  (including troop quality)

               initial cost      quarterly costs per 100 men
               per 100 men       vp   pr   av   gd   vg   el

  lit inf          0             0.8   1   1.2  1.4  1.6  1.8
  hvy inf          0             1.6   2   2.4  2.8  3.2  3.6
  archers          0             0.8   1   1.2  1.4  1.6  1.8
  lit cav          0             2.4   3   3.6  4.2  4.8  5.4
  hvy cav          0             3.2   4   4.8  5.6  6.4  7.2

---------------------------------------------------------------

Unit Details

               no of     no of     shot     weakness     max
               moves     shots     range    to shots    size

  lit inf       4         7         1          18       15000
  hvy inf       2         0         0           2        6000
  archers       4        25         2          18        3500
  lit cav       6         9         1          15        7000
  hvy cav       5         0         0           4        2500

----------------------------------------------------------------

Unit type v Unit type

                           DAMAGE  INFLICTED

                  lit     hvy     archers   lit     hvy
                  inf     inf               cav     cav
D S
A U   lit inf     15       4        20       5        3
M F   hvy inf     60       5        65      15        8
A F   archers     10       3        18       5        3
G E   lit cav     25       8        28      15        8
E R   hvy cav     18      12        20      12        8
  E
  D

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