İ1997-MICROÏDS _____________________________________________ / Contents \ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 1. ATTENTION: IMPORTANT INFORMATION 2. MANUAL SUPPLEMENT 3. DIRECT X 4. TROUBLE SHOOTING 5. DETAILS ON INVENTIONS 6. MICROïDS WEB SITE ___________________________________ 1- / ATTENTION: IMPORTANT INFORMATION / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This chapter contains a summary of key information not provided in the manual. Number of settlers per building: In most cases, the more settlers a building contains, the greater its productivity. Maximum number of discoveries: Settlers assigned to your research lab(s) can make a maximum of two discoveries per mission. Research areas: From the third mission onwards, it is important to monitor the areas in which you undertake research. Tips for beginners: Remember to save frequently. You can save over a previous version. Empty buildings (i.e. containing no settlers): The first player to place a settler inside gets to keep them. Do not leave certain buildings unoccupied. Remember that you must have a Sanctuary to strike alliances and a Market as well as a Hangar to trade. If you do not have these buildings, you run the risk of losing an opportunity to sign an alliance or to trade with other players. Special weapons: The Boomer and the Tower Cannon are particularly dangerous weapons that can cause damage not just on the square that is hit, but on each of the eight adjacent squares as well. _____________________ 2- / MANUAL SUPPLEMENT / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This chapter provides detailed information not contained in the manual. Each item refers to the corresponding page of the manual. Page 18: Selecting and controlling a building or a vehicle In most cases, the more Settlers a building contains, the greater its productivity. For example, it will take less time to train a Swordsman if the barracks contain four Settlers instead of one. Similarly, two Settlers in the lab will discover new technologies faster than one. It is often more efficient to have several buildings with the same function. This applies to the Laboratory, the Garage, the Sanctuary, the Barracks, the Workshop, the Temple and the Circus. For instance, if you have several Laboratories, you will discover new technologies faster, and if each lab contains two Settlers instead of one, the process will be faster still. All told, you can accelerate the pace of research by up to 100%. Similarly, if you build several storehouses, you increase your overall storage capacity. Page 36: Making and breaking alliances Computer-controlled players have a certain amount of good will towards you. This is what determines the success or failure of alliances with these players as well as the quality of trade offers. A player’s good will is negatively affected by: - Any type of aggression, for instance, attacking the player’s units or buildings or stealing their goods (major negative impact). - Any unfriendly act, for instance, turning down or breaking an alliance, or not respecting the terms of a deal (negative impact). Factors that affect a player’s good will in a positive way include: - Trading with the player (major positive impact). - Periods with no fighting (positive impact). Note that clans have their moods and that their good will can drop or increase suddenly for no apparent reason. Note also that, independently of the good will factor, your chances of striking an alliance are greater if you do not already have an alliance with another player. _______________ 3- / DIRECT X / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Rising Lands runs on Direct X3 and Direct X5. We cannot guarantee that it will run on future Direct X versions. For the latest information on Direct X5, contact Microsoft or consult the Microsoft Direct X support page at: www.microsoft.com/support/products/home/directx/default.htm. ________________________ 4- / TROUBLE SHOOTING / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If you think that the game is not working as well as it should, try the following suggestions which are known to improve game fluidity: - Make sure that all other Windows applications are shut down before you start playing. - To increase game speed, press keys F1 to F4. Change screen resolution by pressing F11. Reduce the size of the window by pressing - or + on the number pad. - Make sure that you have enough space on the hard disk to store temporary data. We recommend leaving at least 57 Mb free. ________________________ 5- / DETAILS ON INVENTIONS / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This chapter lists all inventions in each of the four possible research areas: Agriculture and Ecology, Civil Engineering, Military, and Religion and Magic. The effect of each invention is explained. Note that it is possible to switch from one research area to the next between missions. If no research area is selected, research is automatically carried out in Agriculture and Ecology. INVENTIONS IN AGRICULTURE AND ECOLOGY: 1 Farmers harvest crops 1.5 times faster. 2 Farmers harvest crops 2 times faster. 3 The Circus opens. You can now train Killers. 4 Four food units are enough to attract Settlers to the Culture. 5 The Circus is expanded. You can now train Stompers. 6 The Reaper is invented. 7 Farmers carry two bags of food at a time. 8 Killers become more powerful. 9 Stompers become more powerful. 10 Killers need to be fed less often. 11 Stompers need to be fed less often. 12 All units need to be fed less often. 13 Three units are enough to attract Settlers to the Culture. 14 Killers need to be fed two times less often. 15 Stompers need to be fed two times less often. 16 All units need to be fed two times less often. 17 Farmers can now carry two times more food. MILITARY INVENTIONS 1 All units increase their damage capacity. 2 You can now train a Scorcher. 3 The Catapult is invented. 4 All units increase their firing range. 5 You can now train an Archer. 6 All units improve their firing pace by 50%. 7 All buildings become 50% more resistant. 8 You can now build a Workshop, and a Speeder. 9 The protection on all vehicles is improved. 10 You can now train a Captain. 11 The Tower Cannon is invented. 12 The Bomber is invented. 13 All units increase their damage capacity. 14 Maximum firing range is achieved. 15 The Boomer is invented. 16 The resistance of all buildings is improved. 17 All units double their firing pace. 18 The protection on all vehicles is improved. INVENTIONS IN CIVIL ENGINEERING 1 You can now build a Wall. 2 Builders learn how to construct buildings 1.5 times faster. 3 The Heliport is invented. 4 You increase the capacity of your buildings. 5 Builders learn how to carry twice as many Stones 6 Builders spend 50% less time in the mines. 7 You can now build a Lighthouse. 8 You can now build a Hospital. 9 You can now build a Garage. 10 You can now build a Portcullis. 11 Builders construct buildings twice as fast. 12 Builders spend 50% less time in the mines. 13 The holding capacity of the Boomer, the Reaper and the Hellfire increases. 14 The holding capacity of your buildings increases. 15 No progress. Your scientists mark time. 16 You discover the Campaign tent. 17 No further results: your scientists are tired of this field of research. INVENTIONS IN RELIGION AND MAGIC 1 You can train Druids. 2 You can build a Temple. 1 You can build a Library. 2 The Crystal Gate is invented. 2 You learn how to cast the Vision spell. 3 Druids grow more powerful. 4 You learn how to cast the Petrifaction spell. 5 Druids boost their psychic shield by 25%. 6 You can now build a Hellfire. 7 You learn how to cast the Armour spell. 8 You learn how to cast the Mirror spell. 9 Druids increase their mana reserves. 10 Druids boost their psychic shield by 50%. 11 You learn how to cast the Nova spell 12 Druids double their mana reserves. 13 You can now upgrade your Temple to a Fusion Temple. 14 Druids achieve maximum power. 15 Druids replenish their mana reserves faster. ____________________________ 6- / MICROïDS WEB SITE / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Visit our web site at http://www.microids.com for new updates of the game. We plan to introduce new multi-player cards that you will be able to download from our site. END OF README.TXT