Stratagem

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Information - Stratagem

GenreStrategy - WargameYear1991
LanguageSTOS BASICPublisher[no publisher]
ControlsMouseDistributor-
Players1 vs. 2Developer[n/a]
ResolutionLowLicensed from-
Programmer(s)

Koskimies, Oskari

CountryFinland
Graphic Artist(s)

Koskimies, Oskari

SoftwareEnglish
Game design

Koskimies, Oskari

Box / InstructionsEnglish
Musician(s)

[various]

LicensePD / Freeware / Shareware
Sound FX

Koskimies, Oskari

Serial
Cover Artist(s)ST TypeST, STe / 1MB
MIDIVersion1.80
Dumpdownload atari Stratagem Download / STNumber of Disks2 / Double-Sided
Protection

Additional Comments - Stratagem

Other version with the same title:


[no publisher] (version 1.65) ().

Instructions - Stratagem

                        S t r a t a G e m


                         Version  C 1.80

     Programming, graphics and sound fx by Oskari Koskimies
                   Tunes by Mandarin Software
                      Written in STOS Basic

                    (C) Oskari Koskimies 1991

 Requires ST with colour monitor or TV and at least 1 MB of RAM


     This program and its utilities Mapper and Typedit are Public 
Domain,  all rights reserved etc.,  so don't sell it for  profit, 
change the code,  omit any of the files when copying,  or lie  to 
your mum, or the bogeyman will come and get you.

     Naturally  I accept no responsibility for  anything  whatso-
ever, especially if it has anything to do with this program.


     Comments,  suggestions and reports of outrageous (and other) 
bugs can be sent to:

                   okoskimi@kruuna.helsinki.fi


The Real Word (TM) address is:

                        Oskari Koskimies
                       Karstulantie 8 E 75
                         00550 Helsinki
                             Finland

but if at all possible, please use E-mail.


     The programs were mostly written for the fun of it,  but  of 
course it's always nice to be appreciated (And  frankly,  writing 
manuals is a bore).  So if you have some loose cash and like  the 
program,  I'd be most grateful for any donations. (Because, in my 
opinion,  one  received  donation means about  a  thousand  happy 
users).

     Should  you  for some reason want the source  code  for  the 
programs (As I said,  it's in STOS Basic - which by the way is  a 
great  piece  of software,  gotta hand it to JAWX),  send  me  an 
envelope with your name and address on it, a formatted empty disk 
and enough of the green stuff to pay for the postage and make  it 
worth my while,  and I'll send you the stuff.  Be warned, though: 
you "forget" any of the above, and I'll forget about you.


                       Disk Configuration

     STRATAGE.PRG    M U S T   be in an AUTO folder.  This  gives 
some  additional  free  memory  which  is  absolutely  necessary. 
Otherwise  the  program  is liable to show  some  strange  quirks 
(You'll get errors when trying to load a map).  If you have  more 
than  1  MB of RAM you can move STRATAGE.PRG away from  the  AUTO 
folder and run it from Gem, which will make it simpler to use the 
Typedit and Mapper programs.

On the Program disk should be the following files:

CITNAMES.DAT
MAPPER  .DOC
MAPPER  .PRG
MAXVALUE.DAT
SOUNDFX .MBK
STRATAGE.DOC
STRDATA .DAT
TYPEDIT .DOC
TYPEDIT .PRG

     The  type  and map files are on  the  Scenario  disk.  There 
should be at least the default  WORLD.CIT,  WORLD.MAP,  WORLD.NEO 
and WORLD.TYP files.  Others may be there as well,  depending  on 
how much time I have had to create new ones.


                          Introduction

     StrataGem  is  a  two player strategy  game,  in  which  the 
objective  is  to destroy all the units and cities owned  by  the 
other  player.  In  the beginning the players do not  know  their 
surroundings.  They must explore the terrain and conquer as  many 
cities  as possible to produce more units.  Sooner or  later  the 
forces  of  the  two players will hit  together  and  the  battle 
begins.

     Those  of you who noticed a certain similarity of idea  with 
Empire  aren't  totally wrong;  I was always pissed  off  by  the 
absence  of nukes in Empire.  The absence of a one-player  option 
has a simple reason: I don't know how to program a smart computer 
opponent in a game this complex, and I never much liked Empire as 
a one-player game anyhow.  Anyway,  apart from the basic idea the 
games are largely dissimilar (or not).

Note:  As  this  manual mostly just goes  through  the  different 
functions  of the game,  it's mostly a reference manual.  So  I'd 
recommend  you print it and try playing the game with the  manual 
at hand.


                              Start

     The  first thing you see when the program has loaded is  the 
"presents" screen (the one with the Suicide sample).  Press a key 
to  skip.  The title screen is shown for a short while while  the 
program reads data.  Then the File Selector prompts you to choose 
a type file.  Insert the Scenario disk (You might want to  remove 
the Program disk first,  but as I'm not responsible for anything, 
what the hell) and select the type file you want.  (Incidentally, 
if  you want to load another set of types when you have  finished 
one  game  you will have to Quit the program and  then  start  it 
again (Variable dimensioning is specified in the .TYP  file,  you 
know  the  sort of thing).  However,  other maps  can  be  loaded 
without  restarting.)  Now  you get to load a map  in  a  similar 
manner (Pressing quit allows you to load an old game, if you have 
saved one previously). When the map has been chosen, it is loaded 
(and decompressed,  if needed) and its cities are loaded.  Then a 
presets  menu  will  appear.  If  the  first  item  is  ON,  city 
population affects production times. If the second item is ON, so 
do city resources.  The third item determines whether or not city 
population is zero (or very low anyhow) when conquered,  and  the 
fourth  has a like effect on cities just built by Town  Builders. 
When  you have made your selections,  the  program asks  for  the 
names  of the players.  These cannot be changed later.  Then  the 
game starts.

Note:  When the cities start to load,  you might get an alert box 
informing you that the Type and City files are incompatible,  and 
you are returned to the File Selector. This means simply that the 
number of available types differ in the two files.  You must  use 
the  Mapper  program  to convert the map so that  the  City  file 
includes the new types (or excludes the deleted ones). Please see 
Mapper documentation (Load Map) for details.  Of course,  you can 
also edit the type file with Typedit.


                            Gameplay

     At  the  start  of a turn an alert  box  informs  you  which 
player's  turn it is and how many turns have  gone,  the  current 
radiation level,  and if your forces were attacked last turn  (At 
this  point the other player should look away,  read  a  computer 
magazine,  or otherwise keep his eyes off from what the player is 
doing). After that you will get a notice if your cities have been 
attacked  (Mayday  call) or destroyed (Contact  lost).  Then  all 
cities  are  processed and the player is informed  of  any  newly 
produced  units.  If a message informs you that a unit  has  been 
produced  and you press the left mousebutton after receiving  the 
message  you  will be able to name  the  unit.  Otherwise  (Right 
button) it will be solely referred to as "1st Tank" or some such. 
Then  the  units  are processed and when  there  is  one  without 
orders,  the  screen  will centre on it and you can give  it  new 
orders.  The unit will have a brown rectangle around it.  If  the 
orders you are going to give requires a target, you must point at 
the  target with the mouse and press the left button,  so that  a 
crosshair appears on that place,  before giving the order. If the 
unit's status is "No Orders",  clicking at the map will automati-
cally give it a "Move To" order. If you wished to give some other 
order,  just  give  it - the target coordinates will  remain  the 
same.  However,  if  this annoys you,  just turn the "Auto  Move" 
option  off in Settings (see below).   If the desired  target  is 
outside the screen,  the screen can be moved either by moving the 
mouse  pointer to the screen border (the menu bar may be  in  the 
way,  but pointing at the text window and pressing the left mouse 
key  also scrolls upwards) or by using the arrow keys  (a  bigger 
jump)  or  by using  World Map in the Reports menu  (See  below). 
Then  the  appropriate order is given using the Commands  or  the 
Other  menu.  If you do not wish to give orders to the unit  this 
turn,  press the space bar.  Location information about the place 
you  are currently viewing,  the target point (if  selected)  and 
about the unit is displayed below the menu bar. The unit info can 
be  scrolled  using the "+" and "-" keys on the  numeric  keypad. 
When ready, press the right mousebutton and the unit will execute 
the  orders.  When all units have been processed,  an  alert  box  
will  ask  you if you are finished.  "Not yet"  lets  you  change 
orders or view reports etc.  However,  orders given now won't  be 
executed before next turn.

                        Keyboard commands

     Some menu items can be activated by keyboard  commands.  The 
relevant keys are listed in the menus. Other keys are:

     Cursor keys:        Move area to be viewed

     Number pad 1-9:     Move 1 step (5=skip unit)

     Space:              Skip unit, i.e. go to next unit although 
                         the current unit hasn't used up all  its 
                         moves.

     Number pad + -      Scroll Info line

     Both mouse keys
     and Q               Cheat mode on

     Both mouse keys
     and W               Cheat mode off

     Both mouse keys
     and M               Get map

     (Help)              Show free memory and disk space

     (A )                 Auto Move on/off

                              Menus


                              INFO

                         About StrataGem

     Displays credits.



                              FILE

              New Game, Load Game, Save Game, Quit

     Obvious.  A saved game requires quite much space,  as  three 
maps  (64  kB each) and two map pictures (32 kB each)  are  saved 
with it. About 300 kB should be sufficient.

Note:     You may have changed the type data (with Typedit) since 
          you saved a game.  If the number of types  differ,  you 
          will not be able to load the previously saved game. You 
          will be told the number of types in the saved game  and 
          those currently present.  Please delete or add types so 
          that the correct amount is achieved (With Typedit).

          You might also have tried to load a game saved with  an 
          earlier version of StrataGem.  In that case you will be 
          informed about the fact.


                             REPORTS

                            World Map

     Displays a map of the world as known at the moment. Friendly 
cities  are flashing.  There is also a flashing  rectangle  which 
represents the area you are currently viewing.  Another  flashing 
rectangle has replaced the mouse pointer.  You may choose another 
place  to view by setting the mouse pointer at the desired  place 
and by pressing the left mouse button. The right button exits the 
map.  If  you  want  to flash other sorts  of  terrain,  use  the 
following keys (the rectangles will cease to flash):

Unexplored               F 1
Sea                      F 2
Shallow                  F 3
Reef                     F 4
Field                    F 5
Forest                   F 6
Hill                     F 7
Nuclear Waste            F 8
Mountain                 F 9     Depends on which player you
Vulcanic                 F 10    are.  
Desert                   F 11      ||
Road                     F 12      \/
Player 1 City            F 13  /  F/E  (Friendly/Enemy)
Player 2 City            F 14  /  F/E  (Friendly/Enemy)
Neutral City             F 15  /   N   (Neutral)
City Ruins               F 16



                          Status Report

     Displays  a report of how many units of a certain  sort  are 
currently being built,  when the first one is ready, how many are 
in  action,  how  many you have destroyed and how many  you  have 
lost.  The  display is in split in parts to fit in all  the  unit 
types.  Press left mouse button to flip between the parts.  Right 
mouse  button  shows  you a general report about  the  amount  of 
cities conquered,  combat evaluation,  radiation level,  city and 
unit condition and the estimated effects of the radiation. If the 
radiation reaches 30 % it will start to affect the population  of 
the cities and a graphic representation of the population (green) 
and the radiation percentage (red) will be shown (x-axis:time. y-
axis: radiation/population as a percentage of the current popula-
tion).  The  yellow line simply denotes the  30%-limit.  Inciden-
tally,  if  the  radiation reaches 80 % it will start  to  affect 
units.  A hundred percent radiation signals the end of the  game, 
and as the radiation only decreases one percent every other turn, 
it  is  worth to be careful when  using  nuclear  weapons.  Right 
button  takes you back to the unit report.  Pressing  both  mouse 
keys simultaneously exits.


                         Production Map

     In this mode no units are shown, and the cities are shown as 
the  unit  types they are currently producing.  If  you  wish  to 
change the production of a city,  point at it with the mouse  and 
press the left button.  A selection window will appear. The title 
displays  the name of the city and the time it takes to  end  the 
current production.  As the window only has place for 20 choices, 
and  there are more types of units (if you use the  default  type 
file),  there are "Previous" and "Next" buttons to switch between 
the "pages". However, a city may not be able to produce all units 
(no water available in the near vicinity,  for example).  In this 
case  one  "page"  is sufficient and the  "Previous"  and  "Next" 
buttons  are disabled.  The type currently being produced  has  a 
"¯¯¯"  marker to the left.  The others have the time it takes  to 
produce them (The times vary from city to city,  due to different 
resources  and  population sizes).  Select the type you  wish  to 
produce.  The window title will change accordingly.  Right button 
exits the selection window,  and also the Production Map.  Please 
note that once you change the type being produced,  the factories 
of  the  city  immediately start to produce  the  new  type.  For 
example,  if  there's still two turns left before a destroyer  is 
ready,  and  you want to produce submarines  instead,  then  have 
second  thoughts and switch back to  destroyers,  the  production 
will start from scratch and you must wait for the full production 
time.  A city that is Resting will increase its population  twice 
as fast as others.


                         All Production

     Goes through all the cities,  displaying production info and 
allowing changes to be made. Follow on-screen instructions.


                          Display Map

     Allows all the Ballistic and Tactical missiles that are  not 
yet launched to be primed,  except for the stored ones.  Missiles 
in  flight  are  shown as a normal line and  primed  missiles  as 
dotted lines.  The effect of the hit is shown as a circle  around 
the target.  The flashing may be controlled as in World Map.  The 
missile  currently being set has four outgoing arrows around  it. 
The mouse pointer has the form of four ingoing arrows and is used 
to set the target.  Other controls are:

(SPACE )        Flip between missiles.

(C )            Clear missile target setting.

(Q )            Clear   all   missiles   (except   those   already 
               launched).

(S )            Shows  enemy missiles (in flight) as   arrowheads.  
               This  option  can  only  be used  if  you  have  a 
               satellite in orbit. (RETURN) exits.

(L )            Launch missile. An alert will ring until you press 
               either (RETURN) to confirm the launch or any other 
               button to cancel.

(U )            Display  units.   Friendly  units  are  shown   as 
               slowly pulsating  blue  dots and  enemy  units  as 
               similar  but red ones.  Pressing the  left  button 
               gives  you  info about the point under  the  mouse 
               pointer  (If  the point is near one  of  your  own 
               satellites and an enemy unit is located in it, you 
               will get exact info about the unit).  Right mouse-
               button exits.

(P )            Set production. Click at the city that you want to 
               set with the mouse. Right button exits. 
                    This  may  also be done by pressing  (U)  and 
               clicking  at  the city,  and  then  pressing  "Set 
               Production" in the info box.


Both mouse buttons used simultaneously exits.

     Note:     As I said, stored missiles cannot be primed. To do 
               this,  unload the missiles (even on  water),  then 
               prime and launch them either directly or from  the 
               Display Map.

                            COMMANDS


                          Clear Orders

     Clears  unit's  orders (and  stack).  IMPORTANT:  With  this 
command they keyboard shortcut and the menu item differ. Pressing 
(C) clears both orders and stack,  whereas selecting the  command 
from the menu only clears the unit's orders.


                             Move To

     Unit will move to the target point if possible to do so.  If 
target  point is at an enemy unit your unit will attack  it  (And 
remember - it's always better to attack than to be attacked!). If 
a  friendly unit is at the target point your unit will load  into 
the friendly unit. If the unit has not used up all its moves when 
reaching  the  target  point,  you will be allowed  to  give  new 
orders.

     When   moving  the  unit  also  gathers  info   about   it's 
surroundings  (terrain type),  including the existence  of  enemy 
units.  However,  enemy land units will not be displayed if  they 
are  within a forest,  unless you are looking with  a  satellite. 
Enemy  mines,  submarines and stealth planes are  also  invisible 
except to satellites.


                             Sentry

     Unit  will  watch for enemies in its observing area  and  if 
enemies  appear  it will give you the choice of  attacking  them, 
firing  at  them  (if the unit is capable  of  long-range  fire), 
clearing the old orders and going on "sentrying".  The unit  will 
not  need  further instructions while in sentry  mode,  and  this 
command is used to put the unit away for a while. However, if the 
unit is airborne it will continue to use up fuel, and in any case 
its morale will go down.

     A unit that has been set to sentry will also detect "hidden" 
units (land units in forest,  submarines, stealth planes) if they 
are next to it.


                           Follow Unit

     Unit will follow the unit in the target point, and, if it is 
an enemy,  eventually attack it.


                           Fire at Co.

     Unit will fire at target point until told to do otherwise or 
till  it  runs out of ammo.  The chance to hit is  calculated  as 
follows:

Hit  prob.  = basic hit prob.  * (fire range - distance)  /  fire 
range

     If you hit an enemy unit the enemy will be displayed on your 
screen, even if it wasn't visible before.


                          Fire at Unit

     Unit  will  fire at enemy unit in target point until  it  is 
destroyed  or the unit is given new orders or runs out  of  ammo. 
The enemy unit may,  however,  move out of range or -sight, where 
it can't be fired at. The unit  will resume firing when the enemy 
unit comes in range and sight.
     

                              Load

     The  unit  will  load every suitable unit  (must  be  either 
without orders or "sentrying") close by.


                             Unload

     A  selector  will  be displayed for the units  that  may  be 
unloaded. You can then select a unit and the place you want it to 
be  unloaded to.  After placing the unit you will return  to  the 
unit selector so that you can unload another unit. Pressing right 
mouse button exits.  If the unloading unit is a Tanker the  units 
will also be resupplied.


                              Build

     Pioneers  will build a road to the target  point,  but  they 
will move at half normal speed.

     Mine Searchers will make the waterways deeper,  also at half 
speed.
    
     Town  builders will build a town at their current  location. 
However,  this will take some time. The time left is displayed on 
the unit's info. When ready the unit will disband and inhabit the 
town.  The town's resources depend on its surroundings (the  more 
different terrain types the better,  especially  mountains),  and 
its initial population is the Town Builder unit's strength *  the 
city strength value in the STRDATA.DAT file (default 5000).

     The resource values are:

Minimum                   50
Mountains or volcanos    +20
Sea or reef or shallow   +10
Forest                   +10
Desert (for oil)         +10

     Rare  are  indeed the towns that boast a resource  value  of 
100!


        The next five commands can only be used with missiles, 
 with the sole exception of launch; that is also used to launch 
                           satellites:



                             Dive To

     Used  only with Cruise missiles.  The unit will dive to  the 
target point and detonate.


                           Set Target

     Sets the missile's target and primes it.  All primed missies 
(Ballistic  and Tactical only) will be launched if Launch All  is 
used.


                             Launch

     Launches the missile (or a satellite).


                           Launch All

     Launches  all primed Ballistic and  Tactical  missiles.  You 
will be asked for confirmation.



                              OTHER


                           Other Unit

     Lets you give orders to the unit at the target point.  Press 
right mouse button to return to the original unit.


                              Info

     Gives you information about the target point.  If there's  a 
city there, you will also get a chance to change it's production. 
Info about enemy units is very restricted. However, if you access 
"Info" while giving commands to a Satellite,  you will get  exact 
info about those enemy units that are near enough.

     Pressing  info with no destination point  selected  (i.e.  a 
unit  with no orders) automatically gets info about  the  current 
unit.

                            Find Unit

     Displays the units (names if available) and lets you  select 
one of them. The screen will then centre on this unit.

                            Find City

     Similar to Find Unit.


                     --- Stack commands ---

     The commands may be stacked,  so that they are executed in a 
row (one per turn).  This is done by selecting "Begin Stack".  An 
"S"  appears at the line number up left.  Then give the  unit  an 
order  in the usual manner.  Now pressing the right  button  will 
stack  the order ("Check" will be shown) and you can give  a  new 
order and stack it and so on.  "+" and "-" at the numeric  keypad 
will scroll through the stacked commands.  Pressing (ENTER) (Num. 
keyp.) will switch between the usual infoline and the stack list. 
"Quit Stack" finishes,  "Delete Item" deletes the stacked command 
currently  shown and "Add Item" will insert a command  after  the 
current one.

     To allow for patrol routes etc.  a loop command  exists.  It 
can  only  be  set as the last of the stack (But  once  you  have 
entered it you can enter more commands after it).  First you must 
scroll to the command you wish to loop to. Then press the "(" key 
in  the numeric keyboard.  You will be asked for number of  times 
the  command will loop back (0=infinite),  and then the  loop  is 
set. If you, for example, want a unit to patrol between X1,Y1 and 
X2,Y2 you move it first to X1,Y1,  then stack the commands  "move 
to  X2,Y2" and "move to X1,Y1".  Then you scroll to the "move  to 
X2,Y2" command with the "-" key and press the "(" key,  and enter 
"0" as the number of loops to be made. However, be careful that a 
patrolling  unit  won't run out of fuel.  The systems of  a  unit 
without  fuel will slowly detoriate (a "Unit is affected by  lack 
of supplies" message will appear) and the unit will ultimately be 
destroyed.

     Another "extra" command is "Wait One Turn". Pressing the ")" 
key puts this command as the currently last in stack. The command 
is useful when you want your units to refuel,  because  refueling 
occurs  only when the unit stays "over a turn" in  a  city,  i.e. 
merely travelling through a city won't do.

     One  more thing to remember:  The next command in the  stack 
won't be executed before the last one is completed, i.e. if there 
weren't  any stacked commands the unit would ask for new  orders. 
So if you stack a "Sentry" command somewhere in the  middle,  the 
commands  after  that  won't be executed  before  you  abort  the 
sentrying.  (And please note that "Clear orders" also clears  the 
stack when using the keyboard shortcut)


                             Discard

     Allows  you to discard single machines from a unit  (deducts 
strength) while keeping their fuel,  thus enabling the  remaining 
ones to go further.  Use "+" and "-" to set the amount that  will 
remain  and  press  return  to exit.  You  may  not  discard  all 
machines,  and you won't be able to use this command if the  unit 
in question does not consume fuel. 


                            Exchange

     Allows you to change machines and supplies between units  of 
the same type,  or between a refuel unit and a compatible  combat 
unit  (supplies only).  You may move all the machines in  to  the 
other  unit,  in which case the other supplies are  automatically 
transferred  to  the remaining unit.  This command  can  be  used 
either  to  refuel units or to create  powerful  superunits  with 
more than normal strength. Use the keys (4) to (9) on the numeric 
keypad to exchange supplies and (ENTER) to exit.

Note:  A unit with,  say, three times the strength of an ordinary 
unit is very deadly indeed.  You see, the frequence of the firing 
is  determined  by the fire rate.  However,  each time  it's  the 
unit's "turn" to shoot,  all the machines in it get one shot. And 
in  this case that means three times the normal  firepower.  This 
will  considerably decimate the enemy unit,  and its return  fire 
will therefore be diminished.  In fact, a 3X unit can very easily 
destroy  a normal enemy unit of the same type without  getting  a 
scratch.  It's  also  a  good idea to use 2X  or  3X  units  when 
conquering towns - you won't lose as many machines then.


                          Populate City

     Allows  you  to  add  one Infantry  unit  to  a  city,  thus 
increasing the population somewhat (2000 *  strength).  Essential 
when your city has been bombed to ruins but not yet  invaded,  as 
the population will not increase once it has been reduced to zero 
(logical, ain't it). The Infantry unit must be in the city.


                            Settings
 

     Lets  you  set unit sound,  mushroom cloud  (At  large-scale 
nuclear  attacks  the "mushroom cloud" which takes some  time  to 
develop can be quite an annoyance. Therefore this option lets you 
reduce the explosion to a mere flash.), Auto Move (Automatic Move 
To  - command when giving orders to a unit with a "No Orders"  or 
"Moving"  status  and  clicking at a location  on  the  map)  and 
radiation (When the Radiation option is turned OFF the  radiation 
level is not increased when a nuclear warhead detonates,  so that 
you can freely throw nukes at each other) on/off.


                           UNIT TYPES

Please note: This list may not be completely correct, as the type 
file  may have been edited later.

"Cargo:" lists the units this particular type of unit may carry.


Infantry            Only  type that can conquer cities.  Fast  to 
                    produce,  but  reduces the population of  the 
                    city. (If a city refuses to produce Infantry, 
                    especially a newly-conquered one, it might be 
                    because it hasn't enough people. One Infantry 
                    unit requires 20,000 soldiers.)  Cargo:  Land 
                    mines.

Light Artillery     Lightly armored,  can move relatively freely. 
                    Short range fire.

Heavy Artillery     Heavily  armored,  slow,  can't move  through 
                    forests. Long range  destructive fire.

Laser Tower         Extremly cumbersome,  heavily  armored.  Very 
                    accurate  long  range fire  but  with  little 
                    destructive  capability.  Used  against  mis-
                    siles. This type has a very long sensor range 
                    and if it's in sentry mode,  it will let  you 
                    shoot  down  any  missiles  passing  over  (A 
                    Ballistic  Missile moves 25  steps/turn,  and 
                    the  sensor area of Laser Towers has  a  dia-
                    meter of 26 steps).  However, a missile aimed 
                    directly  at  the unit may well hit  (as  the 
                    RADIUS of the sensor area is only 13 steps).

Tanks               Standard fighting equipment. Cannot fire over 
                    distances.

Pioneers            Poor fighters,  used to sweep mines und build 
                    roads. Cargo: Land mines.

Town Builders       No better at fighting than Pioneers,  used to 
                    build  new towns.  Slow and cumbersome  move-
                    ment.  When the town has been built, the unit 
                    disbands and inhabits it.

Radar Stations      Position these at your borders,  and  enemies 
                    will be detected when they  approach,  except 
                    of  course for the "invisible" types and  the 
                    land units that are in a forest. The stations 
                    are unable to move by themselves, and must be 
                    dropped off other units.

Transport Vehicles  Heavy  duty transport trucks that  can  carry 
                    most land units.  Travels only over roads and 
                    fields,   though.   Cargo:   Infantry,  Light 
                    Artillery,  Heavy  Artillery,  Laser  Towers, 
                    Tanks,   Pioneers,   Town   Builders,   Radar 
                    Stations, Land mines, Mini-Missiles.

Supply Trucks       Carries  ammunition and fuel to land  troops. 
                    Virtually   worthless  in   battle,   though. 
                    Travels  over  any  terrain  except  sea  and 
                    reefs.


Land Mines          Invisible  to  enemy  except  to  satellites, 
                    cannot move by themselves. Fast to produce.

Light Transporters  Can go up rivers,  payload restricted. Cargo: 
                    Infantry,  Light artillery,  Tanks, Pioneers, 
                    Sea mines.

Heavy Transporters  Cannot enter rivers,  heavy  payload.  Cargo: 
                    Infantry,  Light  &  Heavy  artillery,  Laser 
                    towers, Tanks, Pioneers, Town builders, Radar 
                    Stations,   Transport  vehicles,  Sea  mines, 
                    Satellites, Helicopters, Mini-Missiles.

Tankers             Carry  fuel and ammunition for  sea  vessels. 
                    Not very good fighters.

Submarines          Difficult to hit, but are easily sunk once it 
                    happens. Slow  fire rate,  but  high  impact. 
                    Invisible to enemy except to satellites. Also 
                    used  as mobile  missile  bases.  Cargo:  Sea 
                    mines,  Cruise missiles,  Ballistic missiles, 
                    Tactical missiles, Mini-Missiles.

Destroyers          Fast attack vehicle, mainly against transpor-
                    ters and aircraft. Can traverse rivers. Short 
                    range fire.  Cargo:  Sea mines.

Cruisers            Take over when the destroyers get in trouble. 
                    Medium range fire. Cargo: Sea mines, Helicop-
                    ters, Tactical missiles, Mini-Missiles.

Battleships         Floating fortresses.  They are slow but their 
                    destructive potential is awesome.  Long range 
                    fire.  Cargo:  Sea mines, Helicopters, Cruise 
                    missiles,  Ballistic missiles,  Tactical mis-
                    siles, Mini-Missiles.

Carriers            Mobile  base  for  aircraft.  Slow  movement, 
                    defends itself with its aircraft.  Cargo: Sea 
                    mines,    Fighters,   Helicopters,   Bombers, 
                    Stealth Fighters,  Stealth Bombers,  Helicop-
                    ters,  Spy planes,  Cruise Missiles, Tactical 
                    missiles, Mini-Missiles.

Sea Bases           Seaborne  castles that can destroy  virtually 
                    everything that comes close enough.  They can 
                    also  shelter and resupply other  sea  units. 
                    Cargo:    Light   Transporters,   Submarines, 
                    Destroyers,  Cruisers,  Mine  Searchers,  Sea 
                    Mines,  Fighters,  Stealth Fighters, Helicop-
                    ters,  Spy Planes, Cruise Missiles, Ballisti-
                    cal  Missiles,   Tactical   Missiles,   Mini-
                    Missiles.

Mine Search         Poor  fighters.  Used to sweep mines and  dig 
                    rivers  deeper  so that  bigger  vessels  may 
                    enter them. Cargo: Sea Mines.

Sea Mines           The sea version of Land Mines.

Fighters            The airborne version of Tanks.  Cargo: Tacti-
                    cal missiles, Mini-Missiles.

Bombers             Slow fire rate but high  impact.  Cargo:  Air 
                    Mines, Tactical missiles, Mini-Missiles.

Stealth Fighters    Like Fighters,  only invisible to enemy units 
                    except   to   satellites.   Cargo:   Tactical 
                    Missiles, Mini-Missiles.

Stealth Bombers     Like Bombers,  only invisible to enemy  units 
                    except  to  satellites.   Cargo:  Air  Mines, 
                    Tactical Missiles, Mini-Missiles.

Transport Planes    Used to carry troops. A lousy fighter. Cargo: 
                    Infantry,  Light Artillery,  Tanks, Pioneers, 
                    Radar Stations,  Supply Trucks,  Land  Mines, 
                    Sea  Mines,   Air  Mines,   Cruise  Missiles, 
                    Ballistic Missiles,  Tactical Missiles, Mini-
                    Missiles.

Satellites          Used  for exploration.  Once  launched,  they 
                    remain  in air till their fuel runs  out  and 
                    they crash.  They have scanners which  enable 
                    exact information to be gathered about  enemy 
                    units in their vicinity.  They are also armed 
                    with a few rounds of inertia slugs, which are 
                    quite  effective because of the  high  impact 
                    speed.

Helicopters         The  only airborne unit type that is able  to 
                    land  outside the cities and can thus be  set 
                    to  sentry for an indefinite  period.  Medium 
                    armament. Cargo: Mini-Missiles

Spy planes          Long range rekognaissance planes.

Air Mines           Air version of Land Mines.

Cruise Missiles     Once  launched  they may be moved  around  as 
                    ordinary  units as long as their fuel  lasts. 
                    When  near target,  select it and  use  "Dive 
                    To". This type of missile is used when you do 
                    not know the exact location of your target.

Ballistic Missiles  Fast and deadly.

Tactical Missiles   Short  range  missiles with a  small  nuclear 
                    warhead.

Mini-Missiles       Can  only take out one unit,  but the one  is 
                    taken out rather thoroughly.

The   missiles  are  characterized  by  their  high   destruction 
potential.  Ballistic missiles have the biggest warheads and  the 
Mini-Missiles the smallest.  The warhead is in direct  proportion 
to the effect the detonation will have on the radiation level.


                         UNIT PROPERTIES

     There  are  a few properties that might not  be  immediately 
self-evident:

Strength:      Number of machines left in the unit (In infantry 1 
               strength point is 2,000 men).

Orders:        There  are a few that have not been  explained  (I 
               think) elsewhere.

Flying         Missiles that are flying to destination.

Stored         Actually  you  shouldn't ever  come  across  this, 
               because  stored  units cannot  be  inquired  about 
               their info. Anyway, it's the order or "state" that 
               loaded units have/are in.

Hovering       Cruise  Missile  and  Satellite  version  of   "No 
               orders".

Going in       The  unit  has been ordered to go and  get  itself 
               loaded (into another unit, that is).


Experience:    The  better the experince,  the better  the  units 
               fight (They hit more often). They get experience - 
               how else - by fighting (and winning,  of  course). 
               Incidentally,  firing  at cities won't increase  a 
               unit's experience.  The different levels are:

               Green
               Rookie
               Fighter
               Veteran
               Elite

Moral:         The  moral is increased by winning fights  and  by 
               staying in cities.  When outside cities,  it  will 
               steadily go down. The different levels are:

               Panicky
               Uneasy
               Steady
               Good
               Excellent

               At  start every unit has a rating of  "Excellent". 
               It  will drop during the game,  and a unit with  a 
               rating  of "Steady" or lower will be  very  choosy 
               when picking its fights.


                             FIGHTS

     When  you  try to move your unit in the same place  with  an 
enemy unit, the usual result is battle, unless:

     - The enemy unit is too heavily armored for the attack 
     to be meaningful.

     - The enemy is stronger than you,  and your unit has a lousy 
     morale, so it refuses to attack.

     If the battle is joined, but seems to go badly, pressing the 
right mouse button enables your unit to flee. However, its morale 
will suffer a serious blow AND the enemy will get a free shot  at 
your escaping unit, often destroying it anyway. 

     The  most important factors when determining a unit's  worth 
in  battle are its fire  rate,  strength,  HP,  hit  probability, 
evasion probability and damage values.  These can be studied (and 
edited) with the Typedit program.  Fire rate determines how often 
the unit gets to shoot. Strength determines how many shots go off 
each time.  Each time a shot hits there's a small explosion shown 
on  the  stricken unit.  If a machine is  destroyed  (The  unit's 
strength is reduced) a "boom" sound is heard.

     And  do  remember:  The locations of the  attacker  and  the 
"victim" are not without importance. For example, striking from a 
forest  at a unit in a field has definite  advantages.  For  more 
exact information, see description of the STRDATA.DAT file below.



                          MISCELLANOUS

     Pressing (Return) when faced with an alert box has the  same 
effect as "pressing" the topmost button.

     The  mouse  pointer may disappear  sometimes.  This  usually 
happens if you make hectic mouse movements in the upper parts  of 
the screen.  I'll be damned if I know why,  but pulling  downward 
and  pressing the mousebutton gets it back (The downward pull  is 
in order to avoid making accidental menu selections).

     Another  strange  quirk is a "ghost" alert  box.  The  mouse 
pointer disappears and when you press the mousebutton you hear  a 
ring  like when you are faced with an alert box and are  clicking 
away outside it.  I suppose the interrupt-driven on menu-commands 
somehow manage to jump in the middle of the alert box subroutine. 
Anyway,  just  press  (Return) and you are out of  the  invisible 
alert box.

     If the memory runs low ((3000 bytes) you'll get a message to 
that  effect.  You'll also get a chance to erase  unit  names,  a 
massive  use  of  those being one of the main  causes  of  memory 
shortage.  Other  things that use up memory are stacked  commands 
and cargo units,  neither of which should be a problem. One other 
way  to get more memory is to save the  game,  quit,  change  the 
values in the MAXVALUE.DAT file and then restart the program  and 
load  the  game.  However,  be careful that you do not  make  the 
values too small (your units and cities must fit in).

     There isn't a lot about the different types of units in this 
text.  The simplest way to find out about their relative  speeds, 
fire  ranges etc.  is to check the .TYP file (and print it)  with 
Typedit.



CHEAT MODE:  Both mouse buttons must be pressed at the same time. 
(Q )       Set cheat mode on
(W )           - " -      off
(M )       Gives you the complete map.  The world map, however, is 
          not available directly,  therefore you have the  option 
          to load a .NEO picture if such is available.  Press the 
          (QUIT) button if this is not the case.

     Cheat mode lets your units travel anywhere,  about 100 steps 
at  a time,  and when you set city production the time is  always 
set to zero.  This can be used to se up a starting situation, for 
example.


                         Version Update

     The Mapper utility can now pack the maps and thus reduce the 
disk space needed.  StrataGem will load both packed and  unpacked 
maps. However, saved games won't be packed (The routines for that 
were  too slow,  and they took up too much  memory).
     Land units moving in forests are now invisible until you run 
into them,  and the Ground Mine and Air Mine metatypes have  dual 
natures, so that they can also be used as metatypes for invisible 
sea and air units,  respectively (=Submarines and Stealth Planes, 
see  Typedit documentation for more info).
     The info option now gives you info  when you try to get info 
about  a  enemy unit that isn't anymore at the spot it  was  last 
seen at.  However, you won't get info about what an enemy unit is 
doing anymore, unless you are using a satellite.
     Radiation now affects cities less.
     It's  now  possible to have the armour pierce value  of  the 
attacking  unit and the armour of the defending unit  affect  the 
damage  effect of a shot,  i.e.  damage = full damage  *  (armour 
pierce  - armour) / armour pierce.  To do this you must  enter  a 
negative damage value with Typedit. 
     The  Prime  option  has been removed,  and  Set  Target  now 
automatically  primes a missile (actually Set Target was  removed 
and  Prime  renamed,  as I needed the memory and Set  Target  was 
pretty useless anyhow).
     Terrain now affects the outcome of a fight.  More about that 
later.
     City evasion,  hit probability,  shell damage, fire rate and 
strength values can be edited. Ditto.
     Four preset options has been added.
     The  order  of  the info lines had been changed  to  a  more 
convenient one.
     The Mapper's default cities are now in an editable file.
     The  maximum number of cities and units has been reduced  to 
500  and 900 for memory reasons.  This can be changed by  editing 
the MAXVALUE.DAT file, but you are advised to check the amount of 
memory with the (Help) key when starting to play. You should have 
at least 10 kB of free memory when starting.
     A few new unit types have been added.  Please check the type 
file with Typedit for info about them.
     Scrolling  upwards can now be done by pointing at  the  text 
window and clicking.
     The fire rate is now handled properly in the battle routine.
     Extensive cosmetic work has been done.
     And last and least,  the intro now uses samples.  Sorry, now 
room  for  'em in the program itself.  (Well,  there's  a  2  Meg 
version  of  this game that does use samples - E-mail me  if  you 
want it and are prepared for a bloody big uuencode file)


                        The MAXVALUE file

     The  file MAXVALUE.DAT consists of two numbers  (in  ASCII), 
500  and 900 as default.  They are the maximum numbers of  cities 
(total) and troops (per player),  respectively.  If you have more 
than  1MB of memory and want to have a truly massive  setup,  you 
can change the figures more to your liking.


                      The STRDATA.DAT file

     STRDATA.DAT  is  also an ASCII file.  It  consists  of  city 
evasion  probability,  hit prob.,  armour,  shell  pierce,  shell 
damage,  fire rate and strength values,  two sets of descriptions 
of   different  orders,   names  for  different  terrain   types, 
descriptions of experience and moral levels,  the number data for 
the unit movements in the eight directions,  the menu  data,  the 
keyboard shortcut data,  and the terrain effect data.  The number 
data should NOT be tampered with, all other things can be edited. 
However,  you  should only edit lines that already have  text  on 
them and NEITHER DELETE NOR INSERT LINES!


                Contents of the STRDATA.DAT file

     Here's what the different parts are:

     The first seven values (first line, default 1, 40, 0, 50, 4, 
10,  5000) are the cities' evasion,  hit,  armour,  shell pierce, 
shell damage,  fire rate and strength values.  They are the  same 
for  all  cities,  and  they correspond to the  values  that  the 
different types of units have (see Typedit documentation for more 
info),  except for strength,  which is the number of  inhabitants 
which equals one unit of strength (for example, a city with 75000 
inhabitants and a strength value of 5000 has a battle strength of 
15)
     Then come the order descriptions (16 + 15 lines).  The first 
set  is used to say what the unit is doing,  the second  is  used 
with stacked commands.
     After that come the terrain descriptions (16 lines) and  the 
experience (5 lines) and the moral levels (another 5 lines).
     Then comes the movement data (9 lines). DO NOT CHANGE THESE!
     Next  is the Menu data (52 lines).  After each  part  (Info, 
File,  Reports,  Commands,  Other) comes an empty separator line. 
The "ààààààààààààààà" parts are the lines between the menu items, 
and  should not be changed,  as the program won't recognise  them 
then.  You may change the names of the menu options if you  wish, 
but DO NOT INSERT OR DELETE LINES!.
     Then  comes the keyboard shortcut data (3 * 16  lines).  The 
first  16 lines is for the Reports,  the second for the  Commands 
and the third for the Other menu.  To enter a keyboard  shortcut, 
count  which  line  the  item  has  in  the  menu  (for  example, 
Production  Map is number three and Quit Stack is number  seven). 
Then you just enter the letter on that line in the relevant  data 
section (for example, Quit stack would be the seventh line in the 
third  section,  i.e.  the letter would be placed on the  2*16+7= 
39th  line  in  the keyboard shortcut data,  where Q  is  at  the 
moment).  However,  be  careful that you do not use keys  already 
reserved ((A) is used by Auto Move, by the way).
     The  last  jungle of numbers is the  terrain  battle  effect 
data.  The  first  line affects what happens on  sea,  second  on 
shallow waters,  fourth on field and so on (see Mapper documenta-
tion for complete list).
     The  numbers  on each line consist of three  groups  of  two 
numbers.  The  first group affects cover,  the second  firing  at 
land/sea units and the third firing at air units.  Of each group, 
the first number is the weight limitation for the effect.  If the 
number is positive,  a machine in a unit must weigh no more  than 
that if the effect is to take place. If the number is negative, a 
machine's  weight must be at least as much as the absolute  value 
of  the  number (a machine's weight =  the unit's  weight  /  the 
unit's  strength).  A  value  of 0 means  "never"  and  -1  means 
"always" (of  course).
     The  second group is a modifier that is multiplied with  the 
relevant  unit's  chance  to  hit  an  enemy  unit,  thus  either 
lessening  or  improving  its chance to hit.  If  the  number  is 
positive,  it is multiplied as such.  If the number is  negative, 
the effect is calculated as follows (p=original hit  probability, 
P=new hit probability, l=weight limit, w=a machine's weight):

P = p * ((modifier-1) * (l-w) / l + 1)

     Of course, if the weight limit was negative (a lower limit), 
the first calculation method is always used.

     As an example, you could look at the seventh line:

  -1,  1.3,   -1,  1.2,   -1,  1.1


1st pair: Cover

1st value (-1):
     The effect happens always (or with every machine that weighs 
at least 1 ton, i.e. all).

2nd value (1.3):
     The  chance  to  hit a land unit that is  in  this  kind  of 
terrain  is multiplied with 1.3 (air units cannot get any  cover, 
naturally).  This  is because a nuclear waste is  an open  space, 
and anything moving there is relatively easy to hit.

2nd pair: Shooting at land units

1st value (-1):
     The effect happens always.

2nd value (1.2)
     The chance to hit any land unit FROM this kind of terrain is 
multiplied with 1.2 (air units are not affected). This is because 
it's also easier to shoot when you are in an open space.

3rd pair: Shooting at air units

1st value (-1):
 The effect happens always.

2nd value (1.1):
     The chance to hit any AIR unit from this kind of terrain  is 
multiplied with 1.1. The same reason applies.


     or the eighth line:

20, -0.5,   -1,  1.8,   -1,  1.2


1st pair: Cover

1st value (20):
     The effect happens with every land or sea  unit that  weighs 
no more than 20 tons / machine.

2nd value (-0.5):
     The  chance  to  hit a land unit that is  in  this  kind  of 
terrain  is multiplied with 0.5 - 1.0,  depending on  its  weight 
(See  formula above).  This is because a mountains are liable  to 
offer a lot of cover.

2nd pair: Shooting at land units

1st value (-1):
     The effect happens always.

2nd value (1.8)
     The chance to hit any land unit FROM this kind of terrain is 
multiplied with 1.8 (air units are not affected). This is because 
it's  very easy to shoot somebody from above (if the target  unit 
is also in mountains, the effect will be negated by the fact that 
the target unit will also have a hitting advantage).

3rd pair: Shooting at air units

1st value (-1):
     The effect happens always.

2nd value (1.2):
The  chance  to  hit any AIR unit from this kind  of  terrain  is 
multiplied with 1.2.  This is because shooting at air units is  a 
bit easier from high ground.



     Final  note:  Different people like  different  games.  Some 
might  be  annoyed by the long time it takes to  produce  troops, 
others  think  some  types  of  units  are  totally  useless  and 
ineffective, or even worse, absolutely invincible (probably true, 
this game hasn't been really field-tested yet),  and still others 
think that the graphical representation stinks.  Well, it's up to 
you  to make it better.  The Typedit and Mapper utilities can  be 
used to change all these things,  and a few more.  So, instead of 
complaining  - why not make it better yourself  instead?  And  of 
course,  one can make virtually any kind of units, like a fantasy 
wargame setting, medieval or futuristic troops, etc.


     Enjoy!


     Oskari Koskimies

Trivia - Stratagem

Programming Competition
Version 1.80 of this game took part to Finnish Pelit Kirja Syksy 1991 edition game programming contest.


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