     Colonial Conquest  V1.05
     
     
     
     
     Colonial Conquest  has  been  written  in  1993  by  Christian
     Mumenthaler. This program is giftware, which  means  that  you
     can make a donation to the author if you like it.  All  rights
     remain by Christian Mumenthaler, but everybody is  allowed  to
     copy it for other  people  as  long  as  he/she  includes  the
     "Copyright"-file and doesn't ask more than the nominal fee  of
     4$ (5 Sfr/5 DM) for the disk. Please read the "Copyright"-file
     for more details and all exceptions!
     
     
     System requirements: Colonial Conquest is a PAL game and  runs
     on all Amigas (tested on A4000, A2000 & A500) with  1  Meg  of
     memory. (Should also run on machines with 500 KB!).
     
     
     1. Introduction
     
     
     Colonial Conquest is a space-strategy  game  for  one  or  two
     persons.  The  basic  idea  and  concept  have  been   heavily
     influenced by the shareware game "Conquest" and the Microprose
     game "Civilization".
     The aim of the game is to spread your civilization through the
     26 earth-like planets of the universe map  and  to  defend  it
     from other civilizations by building weapons and war ships.
     Unfortunately  -  like  all  half-realistic  simulations   and
     strategy games  -  Colonial  Conquest  will  reward  primitive
     destructive behavior and colonial  instincts  without  leaving
     much room for cooperative actions and peaceful living. Take it
     as a game!
     As Colonial Conquest is quite easy to handle,  I  suggest  you
     first have a look at the program before returning to this long
     (and boring) manual with a lot of fresh motivation...
     
     
     
     
     2. Getting started
     
     
     After having shown the title screen, three options will appear
     on the screen:
     
     
     - Start a new game.
     - Load saved game. (Only if you  have  a  saved  game  on  the
     disk!)
     - Create new universe. This menu  allows  you  to  change  the
     aspect of the planets as the program will choose  all  the  26
     planet  surfaces  among   the   pre-designed   ones   in   the
     "planets"-directory.
     
     
     If you start a new game, the program will ask you if you  wish
     to play alone or with another player. Unnecessary to say  that
     it will be much more fun to play with a friend, but  as  these
     are not always present, you may wish to play anyway.  In  this
     case, the game will generate enemy troops and simulate a  very
     stupid but more or less strong enemy. This enemy will  however
     not really play like a human and not colonialize other planets
     as you will do. It will simply own  one  planet  populated  by
     machines and robots that will constantly produce  space  ships
     for combat! This  planet  will  be  guarded  by  the  powerful
     Mothership (see below!). At the beginning, you will have about
     100 to 120 turns for developing your civilization  and  spread
     it among the planets. After  this,  the  Alien  invasion  will
     begin and extremely powerful troops will attack your colonies!
     Be prepared!
     After this, the main screen will appear for player  one.  From
     now on, there will be game turns during which first player one
     and then player two can order some actions that will  then  be
     evaluated by the program. At the beginning of each  turn,  the
     players will get a report of everything that has happened.
     
     
     
     
     3. Main screen
     
     
     On the main screen you will see all earth-like planets of  the
     universe. A green circle around a planet means that you have a
     colony there. A red circle means that a battle is taking place
     there. A yellow circle means that a conflict may be  imminent.
     (Owner of planet is not the same as owner of the  space  ships
     orbiting  the  planet,  but  the  planet  has  not  yet   been
     attacked.)
     At the left side of the planet is a yellow point or line  that
     signals the presence of space ships  that  belong  to  you.  A
     similar line in red will appear just next to  it  as  soon  as
     enemy troops are orbiting the planet too. The length  of  this
     line is proportional to the strength of your  fleet  until  it
     reaches the maximal height of 15 pixels.
     Above this line, a tiny hammer-symbol will  be  drawn  if  the
     planet is currently producing something.
     Every planet has a number and name, but you will only see  the
     name of the planets that you can actually look at  (colony  or
     space ships present!).
     At the bottom of the screen, you will  find  some  menus  that
     will be explained in the following:
     
     
     MOVE SHIPS: ("m" on keyboard). You have  to  select  a  planet
     from where you  want  to  send  a  space  ship  and  also  the
     destination planet. After this, all available space ships will
     be listed and you can click on those you wish  to  send  away.
     Once you have chosen, you can click on the "OK" button to  get
     out of this menu.
     
     
     TRAVEL ROUTES: ("t" on keyboard). All  travel  routes  of  the
     ships actually in flight will be drawn on the screen with  red
     lines. A tiny yellow circle will show the actual  position  of
     the ships on this route. Ships traveling trough stargates will
     not appear, but a yellow line will show their analogous  route
     in normal space.
     
     
     FLIGHT STATUS: ("f" on keyboard). All ships in flight will  be
     listed together with their source and destination  planet.  At
     the right, the remaining turns needed to reach the destination
     will be shown. The ships are automatically listed in order  of
     arrival.  Ships  that  will  arrive  in  the  next  turn   are
     highlighted and those travelling through stargates will have a
     red star at their right.
     
     
     PLANET LIST: ("l") All colonialized planets  are  listed.  You
     will see your real population, the last turn population growth
     (in %), the Food/Material/Energy  production  and  the  object
     that the planet is actually constructing.
     
     
     REPORTS: ("r") The report that you get  at  the  beginning  of
     each turn will be printed again. This is useful  if  you  have
     forgotten its content.
     
     
     STATUS: ("s") Will show you your  actual  Tech-Level  and  the
     Research Status along with all the ships you own.
     
     
     SPECIAL COMMANDS: ("c") Here comes the menu all action  freaks
     have waited for! If you have hi-tech machines on one  of  your
     planets, you will be able to give up to  three  commands  that
     will be executed at the end of  the  turn.  (The  result  will
     however only be shown at the beginning of the next turn!). You
     can do the following:
     - Short Range Scan: (Needs Planet scanner). The  space  around
     your planet will be scanned in a range of 60  pixels  and  all
     discovered spaceships drawn as little arrows  pointing  toward
     their aim. Enemy ships will appear in  a  flashing  color  and
     your own ships will be drawn in red.
     - Long Range Scan: Same as above excepted that  the  range  is
     120 pixels which allows a wide view into the flight-activities
     of your enemy.
     - Energy Cannon Shot: (Needs  Energy-Cannon).  Three  focussed
     high-energy-beams will be fired toward a selected planet.  The
     impact will completely destroy one surface-unit together  with
     the machine that has been built on it (if there is any!). As I
     didn't want to make this game too bloody, the  colonists  that
     worked on that surface-unit will always be able to escape from
     the catastrophe!
     -  Destroy  Planet:  (Needs  Planet  Destroyer).  The  "Planet
     Destroyer"    belongs    to    the    class     of     hi-tech
     gravity-disruption-weapons and is a  result  of  the  advanced
     quantum-gravity-theory founded by Prof. Von  Hirt.  This  high
     energy weapon can cause the gravitational collapse of any very
     large object (like planets!) by  sending  focussed  disturbing
     gravity-waves that interfere positively on a calculated  point
     and cause such irregularities  into  the  gravitational  field
     that the object is torn apart and explodes.  This  command  is
     therefore the ultimate immoral command  of  the  game  as  you
     simply  blow  away  a  whole  world,  possibly  populated   by
     thousands of innocent human beings! So, if you  play  together
     with a friend, just don't use it if you still want to  be  his
     friend after the game!  (I  can  take  no  warranty  for  lost
     friendships!)
     
     
     SAVE GAME: ("S") Allows you to save the game and  to  continue
     later by using the "Load game" menu at the beginning or during
     the game.
     
     
     LOAD GAME: ("L") Load previously saved  game.  Note  that  (as
     only the actual GAME TURN) is saved to disk, game control will
     always  go  to  the  player  who  actually  loaded  the  game,
     regardless of which one of the two players has saved  it!  (If
     player 2 saves the game at turn 100  and  player  1  loads  it
     again in turn 101, he will find himself back in turn 100!)
     
     
     END OF TURN: ("e" on keyboard). You end your turn and give the
     game control to your friend. If you are player two,  the  game
     will first make the end of turn evaluation.
     
     
     NEXT  IDLE:  (Retrun,  Right  mouse  button)  Once  you   have
     colonized more than 4 to 5 planets, it is often a tedious work
     to look after each turn for all the  planets  that  need  some
     intervention. The program  does  now  keep  in  mind  (with  a
     "duty-list") all planets where a new colonist unit  has  grown
     that could  be  assigned  to  a  special  work  or  where  the
     production of an object has  been  completed  and  no  further
     object is ordered with the "Permanent" option.
     Use the RIGHT MOUSE BUTTON or the RETURN key from the  starmap
     to go to the next planet in the list. Please  note  that  once
     the program has brought you to the planet,  it  will  take  it
     away from the "duty-list" even if you do not  change  anything
     on the planet!
     
     
     VIEW HIGH-SCORES: Press the ESCAPE-key to see  the  high-score
     list.
     
     
     EXIT GAME: There is no  button  to  exit  the  game.  You  may
     however quit the program  with  "CTRL-C"  and  return  to  the
     Workbench. (If you started Colonial Conquest from there!).
     
     
     
     
     4. Planet surface
     
     
     If you click on a planet from the main map, you will  see  the
     planet surface together with three windows.
     On  the  planet  surface,  you  will  see  your  colony   with
     everything that you have built there. Over every  object,  you
     will see the  number  of  food,  material  or  energy  (yellow
     lightnings) it produces and/or how much energy it  needs  (red
     lightnings). Some objects (as granaries)  do  not  produce  at
     all, but have other purposes. Some objects are  automatic  and
     need no human help to work  (it  is  therefore  impossible  to
     place a human on them!)  while  others  like  food-robots  and
     greenhouses need assistance.
     By clicking on a surface-square, you can place a  colonist  on
     it. You will see at once  how  much  food  and  material  this
     colonist will produce at this place. If no helping object  (as
     robots) is on this place, the production will usually be quite
     low, as the colonist will only have simple instruments for his
     work. Of course, the  production  strongly  depends  upon  the
     terrain type.
     If you click on a  colonist,    he  will  disappear  from  the
     surface window and appear in the  window  below  as  a  "free"
     colonist (red and white cloths) at the right  of  the  working
     colonists (blue cloths). "Free" colonists  work  in  the  city
     complex or in the colony station  for  the  science  research.
     Normally, each free colonist produces one "science unit"  that
     will make  progress  research  at  each  turn  and  rise  your
     TECH-LEVEL after a certain amount of time. The  Tech-Level  is
     important for  the  performance  of  your  fleet  (see  "Space
     battles") and also to build  Hi-Tech  equipment  (Battlestars,
     Stargates etc).
     It is important to note that  each  colonist  represents  1000
     real people (a planet with 6300 people will therefore  have  6
     colonist units!).
     Below  this,  you  will  find  the  food  production   (yellow
     symbols). Each colonist unit needs one unit of food per  turn.
     If you produce more, the surplus will be seen at the right. If
     you produce less, you will see green symbols for each  missing
     unit. BE WARNED: If the food production is not sufficient  and
     no food reserves present, a colonist unit will die at the  end
     of the turn!
     Besides this, you will see the (raw) material production,  the
     energy production (= energy of  all  power  plants  minus  all
     energy needed for machines and other stuff)  and  the  science
     "production".
     The reserves of the planet are listed at the bottom. Note that
     there is always enough room to deposit raw  material,  but  if
     you want to make food reserves or energy  reserves,  you  will
     need special equipment (granary and energy storage unit).
     At the right side of the screen, all space ships orbiting  the
     planet are listed above. The attack and defence values of  the
     planet will also be printed here. In  the  window  below,  you
     will see what the planet is producing actually and  also  find
     all accessible commands ("Install stargate" etc). This  window
     will be called "command window".
     
     
     
     
     4.1. Planet production
     
     
     The first button in the  command  window  is  the  "Producing"
     button. By clicking on it, you will get a list of all objects,
     machines and space ships you can build on the planet.  At  the
     right, you will see how many material units will be needed  to
     finish the work, how much energy unit it  will  cost  at  each
     turn once it is built and if a colonist is needed to  make  it
     work (you will have to place a colonist on this machine!).
     Once you have selected an object  and  no  error  message  has
     appeared, the production will begin. A white bar will be drawn
     under the object name and  from  now  on  the  whole  material
     production of the planet will be put into the construction  of
     the object. Once the bar is full with  material  symbols,  the
     production will be finished.
     If you have some raw material left in your reserves,  you  can
     use them to accelerate the production of  the  object.  To  do
     this, you have to  click  into  the  white  bar.  As  the  raw
     material in the reserves has to be re-worked to be  used,  you
     will need two units of material reserves to get one  unit  for
     the production! (It is therefore recommended always  to  build
     something with the material that is produced and not to  stock
     it in the reserves!).
     
     
     4.1.1. Planet surface objects
     
     
     For reasons of pollution it is not allowed to build more  than
     30 objects on one planet!
     Here is the list of all surface objects:
     
     
     Food-robot: Simple but very efficient help  (irrigation  etc.)
     for food production on fertile ground. Needs a  colonist.  The
     effect is dependant on the ground it is built on.
     
     
     Greenhouse:  Complicated  but  efficient,  very  important  on
     planets with no fertile ground. Needs a colonist to work,  but
     it will produce the same amount of food on every ground.
     
     
     Granary: Helps to store 200 units of food.
     
     
     Mining-robot: Helps  colonist  to  get  raw  material.  Effect
     depends upon ground.
     
     
     Energy collector: Transforms radiation  energy  from  the  sun
     into  electric  power.  Efficiency  depends  on  the   ground.
     (Efficient in deserts, not efficient in forests!).
     
     
     Coal power-plant: Produces much energy.
     
     
     Nuclear power-plant: Produces much, much energy.
     
     
     Energy Storage Unit: Stores up to 300 units of energy.
     
     
     Colony Station: Basic unit carried by each  colony  ship.  The
     integrated greenhouse produces enough food  for  two  colonist
     units (only if one colonist stays there!). The colony  station
     produces its own energy and  provides  room  enough  for  4000
     people.
     
     
     City Complex: Provides room for 8000 people. Needs energy.
     
     
     Ground  Defence  Unit:  Automatic  ground  defence.  Not  very
     strong, but quite resistant. (Attack: 2,  Defence:  12).  Will
     allow you to win some time if a very strong enemy attacks your
     planet.
     Planets without ground defence  automatically  fall  into  the
     hands of the enemy once you  have  no  space  ships  in  orbit
     anymore!
     
     
     Planet Scanner: Will allow you to scan the space  around  your
     planet. Requires Tech-Level 6! (See "Special Commands"!)
     
     
     Energy Cannon:  This  heavy  energy  gun  will  give  you  the
     possibility to  shoot  from  one  planet  to  another,  making
     craters on the planet surface where nothing can be  built  on.
     If the energy beams hits any machine or object, this  will  be
     completely destroyed!
     Requires Tech-Level 7! (See "Special Commands"!)
     
     
     Planet Destroyer: Can destroy a whole planet of your choice if
     you have 1000 energy units left. Requires Tech-Level  8!  (See
     "Special Commands"!)
     
     
     Medical Center: If the population of  a  planet  grows  beyond
     8000 people, chances for a plague to arise will grow  rapidly.
     A medical center will prevent all sorts of plagues.
     
     
     University: Increases the science production for up to 5  free
     people. (If you have no free colonists, a university will  not
     help anything!)
     
     
     Space Port: A space port is necessary for building space ships
     and sending them into orbit!
     
     
     
     
     4.1.2 Space ships
     
     
     If your planet has a space port, you will be able to construct
     different kinds of space ships:
     
     
     Colony ship: Allows you to send up to 4 colonist  units  (4000
     people) to another planet where you will be able to  establish
     a colony. It can also be used to  transport  people  from  one
     planet to another.
     
     
     Stargate ship: Allows you to install a stargate on any planet.
     Requires Tech-Level 5! See "Install stargate" in 4.2. for more
     details.
     
     
     Transport ship: Allows you to  transport  food,  material  and
     energy to another planet.
     
     
     Cruiser: Small warship.
     
     
     Fighter: Larger warship. 4 times stronger than Cruiser.
     
     
     Dreadnought: Huge warship. 4 times stronger than Fighters.
     
     
     Battlestar:  Incredibly  powerful  combat  station.  4   times
     stronger than Dreadnoughts and  therefore  64  times  stronger
     than Cruisers! Requires Tech-Level 4!
     
     
     Mothership: When you play against a computer-simulated  enemy,
     you will once encounter the most powerful  and  terrifying  of
     all space ships ever built: The Mothership! Ten times stronger
     than one of  your  mighty  Battlestars,  this  enormous  space
     station has been designed to cause fear to human minds. As  it
     will stay orbiting around its planet-colony, you will have  to
     face and destroy it one day, to be able to conquer the  planet
     and win the game!
     
     
     
     
     4.2. Commands
     
     
     If some actions are possible on the planet, the command  menus
     will appear right under the production button. Here is a  list
     of the possible commands:
     
     
     Establish Colony: If you have a Colony ship in  orbit  and  no
     colony is presently installed on the planet, you  can  do  so.
     The ship will land on the chosen place and be transformed into
     a colony station unit that will provide room for  up  to  four
     colonist  units.  The  internal  sun-energy  collectors   will
     provide  enough  energy  for  the  internal  greenhouse   that
     produces 2 units of food if one of the colonists is put on it.
     This way, you will have at least one of the colonist  free  to
     do some mining or research.
     
     
     Install stargate: If you have a Stargate ship  in  orbit,  you
     will be able to transform it into  a  stargate.  As  stargates
     have to be controlled from the surface of the planet, you will
     have to colonialize or  conquer  the  planet  before  you  can
     install the stargate!  The  high-energy  singularity  will  be
     taken out of  the  Mbius-box  and  placed  into  a  hexagonal
     Von-Hirt-field.  Thanks  to  the  principle   of   singularity
     convergence, it will automatically be connected to  all  other
     singularities of the  universe  and  therefore  to  all  other
     stargates which will allow all ships to  travel  at  zero-time
     from one Stargate to another.
     Note that due to the complicated physics that are  behind  the
     phenomenon of singularities captured in Von-Hirt  fields,  you
     need to control BOTH stargates if you want to  use  them  with
     your ships! (For the interested reader: It has to do with  the
     quantum fluctuations  of  the  singularity  that  have  to  be
     compensated for at least one  nanosecond  with  a  fluctuation
     resonance beam sent from the  planet  surface,  to  allow  the
     ships  to  travel  through  the   zero-space   without   being
     annihilated.)
     
     
     Load Transporter/Unload Transporter: If you have  a  Transport
     ship in orbit, you  will  be  able  to  transfer  your  planet
     reserves to the ship or unload the content of the ship to  the
     planet reserves.
     
     
     Show Transporter: Allows you to have a look at the content  of
     the Transport ships that are actually in orbit.
     
     
     Load Colony Ship/Unload Colony Ship: Allows you to evacuate up
     to four people from a  planet  to  the  colony  ship  and  the
     contrary.
     
     
     Attack Planet/Stop  Attack:  Once  you  have  your  own  ships
     orbiting a planet that has been colonialized  by  your  enemy,
     your ships will not automatically attack the  planet  surface.
     This allows you a larger number of different  strategies  when
     you are playing together with a friend. If you wish to  attack
     it (or to stop a current attack!), you will have to  click  on
     this menu.
     
     
     
     
     5. End of turn
     
     
     Once both players have given their commands, the program  will
     calculate the effects of these commands.  Here  are  the  main
     points of this procedure:
     
     
     5.1. Space ships & Space battles
     
     
     All space ships are moved by one unit. If they arrive to their
     destination planet, the program  tests  if  enemy  troops  are
     there. If so, a space battle will take place. This  battle  is
     invisible for the player and only the result  will  be  shown,
     but here is how the battles are simulated:
     Each ship type has an attack value and a  defence  value.  For
     simplicity, these values are equal in Colonial  Conquest.  The
     attack value represents the number of shots that this ship can
     fire toward the enemy, the defence value represents the number
     of shots that the ship can absorb before being destroyed. This
     value is therefore decreased at each hit and once it is  zero,
     the ship will explode.
     In the battle, each side can shoot once  until  all  ships  of
     both sides have fired all their guns. Each shot  hits  with  a
     chance of 15% plus the Technology-Level of the  owner  of  the
     ships! (In other words: if you have a Tech-Level  of  10,  the
     chances of your ships to hit an enemy ship are 25%!)
     If    the  planet  where  the  battle  is  taking   place   is
     colonialized, the enemy side  will  have  the  possibility  to
     attack it (see "Attack planet" menu of  the command  window!).
     The attack and defence values of the planet will then be added
     to the total fleet force. Once the defence of the  planet  has
     dropped to zero,  the  planet  will  be  without  defence  and
     automatically surrender to the enemy! It is therefore possible
     to continue to play even if you have lost all planets as  long
     as you have enough war ships left  to  attack  and  conquer  a
     planet of your opponent.
     The player will see the result of all battles  in  the  battle
     report that will be shown at the beginning of every new turn.
     
     
     5.2. Population growth & Production
     
     
     On the planets, the population will grow  depending  upon  the
     food surplus that is produced at each  turn.  In  addition  to
     this, the food reserves of the planet  will  have  a  negative
     influence if there are not at least 4  units  left  for  every
     colonist. The growth rate will never be higher than 5%.
     At the beginning of the game, you will  have  5000  people  on
     your planet represented by five colonists. For all  next  1000
     people you will get one colonist more.
     As people need room to live,  you  will  have  to  build  city
     complexes (8000 people each) to  enlarge  the  initial  colony
     station  (4000  people).  If  there  is  no  room  left,   the
     population will not grow anymore!
     Once your population has reached 8000 people,  chances  for  a
     plague to break out will rise. It is therefore useful to build
     a medical center at this time.
     At every turn, all material will be used to build  the  active
     object. If no object is chosen, all material will go into  the
     reserves. Once the object is built, you will  see  it  in  the
     planet window.
     
     
     
     
     5.3. Game End and High-Scores
     
     
     Once one side has lost all its planets and all its spaceships,
     the game will end. A normal message will appear at the end  of
     your monthly report informing you that you have won/lost.  You
     will then have time to look at  all  your  planets  and  space
     ships (if you are the winner)  or  to  switch  off  the  Amiga
     before the  final  screen  appears  (if  you  are  the  (bad!)
     looser). Once both players have seen  the  results  and  ended
     their turn, a final graphic screen will  appear  to  celebrate
     the winner. After a few seconds you will be able to  click  on
     your mouse and the game will return to the  Workbench  if  you
     are in the two player mode.
     If you were playing in the one  player  mode,  the  high-score
     list will be loaded and displayed. In this list,  the  players
     are ranked by the number of turns  they  needed  to  beat  the
     alien opponent. If you made it into the list, you will be able
     to give your name (max. 9 characters)  and  the  program  will
     take you into the list.  Please  make  sure  that  the  device
     "ColonialConquest:" is NOT write protected as the program  has
     no possibility to check that!
     If you want to clear the list one day, just  delete  the  file
     "Hiscores" from the disk. The program  will  realize  that  it
     misses and create a new and empty list after having asked you.
     
     
     
     
     
     
     6. Last Word
     
     
     Wow! I admit that this manual is quite long! Sorry! It's  just
     because the game rules got more and  more  complicated  during
     the programing,  and  I  couldn't  resist  the  temptation  to
     implement all new ideas I  got  during  the  hours  of  boring
     game-testing. Fortunately, I think that Colonial  Conquest  is
     very easy to handle and the rules are quite intuitive. If  you
     are used to  play  this  kind  of  strategy  games,  you  will
     probably not have to read the whole manual -  just  start  the
     game and have a look! (That's the way impatient people like me
     do it usually!)
     
     
     For all of you who would like to know a little bit more  about
     the making of Colonial Conquest, I have written the  following
     few lines:
     
     
     This program has been written in  about  one  month  with  the
     fantastic AMOS  Basic  (v1.36)  and  compiled  with  the  AMOS
     Compiler, both from Europress Software. It contains more  than
     3000 program lines. The title picture was created with Imagine
     v2.0 and all icons were painted with DPaint IV.  It  has  been
     designed on a A4000 and was therefore always very fast. I hope
     that it will not be too slow on smaller machines.
     Colonial Conquest has been written to be a nice-looking,  easy
     to use immoral strategy game to be played  with  a  friend.  I
     hope you will enjoy it!
     
     
     At this point I would  like  to  thank  Armand  Hirt  for  his
     incredible Icon-Map-Editor and Michael  Unternhrer  for  game
     testing.
     
     
     I  would  also  like  to  make  an  advertising  for  a   huge
     role-playing game that Armand Hirt and I  are  programing  for
     more than a year now. It will probably be called  THE  MISSION
     and be for sure one of the most  complex  role  playing  games
     ever created. (I'm very excited about it,  as  you  see!).  We
     will release it as shareware or  giftware  sometime  in  1994.
     Watch out for it!
     
     
     Comments, donations, postcards, bug reports etc. to:
     
     
     Christian Mumenthaler
     Langgrtstr. 178
     CH-8047 Zrich
     SWITZERLAND
     
     
     E-mail:  mumi@molbio.ethz.ch or mumi@stud.phys.ethz.ch
     (These addresses should not change until April 1993 at least.)
     
     
     
     PS:  Please  read  the  "Copyright"-file  too!  It   is   very
     important!
     
     
     Zrich, 25. October 1993
     
     
     Revised for Colonial Conquest v1.05 release:
     Zrich, 19. December 1993
