Main index

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	Menu commands Rules Playing the game Pieces Terrain Registration


Menu commands

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These commands are issued through either the main menu or the game menu.

Main Menu

Game Menu

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Game

Scenario

Turn

Display

Move

Options


Game submenu
Game

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These commands start, load, save, print, or end games.

Main menu	Game menu

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New

Open

Save

Save as

Quit

Print

Printer setup

Exit


Scenario submenu
Scenario

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These commands load, save, or help design scenarios.

Main menu	Game menu

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New

Open

Save

Save as

Options

Players

Pieces

Victory conditions

Edit


Turn submenu
Turn

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These commands help administer a player's turn.

Main menu	Game menu

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Alliances

Unautomate all

Notes

End turn

Surrender


Display submenu
Display

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These commands display statistics about the game or a player.

Main menu	Game menu

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World

Current piece

Cities

Total pieces

Victory points

Statistics

Rules


Move submenu
Move

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These commands move or manipulate pieces.

Main menu	Game menu

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Next

Skip

Guard

Board/unboard

Random

Unautomate

Attack

Switch to

Patrol

Stack


Options submenu
Options

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These commands control the options affecting the playing environment.

Main menu	Game menu

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Auto save

Sound

Grid

Center


Game-New

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This menu command starts a new game based on the currently loaded scenario. Before the game begins, the computer will prompt each human player to choose his/her initial piece. Each player's piece will take a few turns to complete depending on its type. See the playing the game section on how to play.


Game-Open

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This menu command loads a previously saved game usually with an extension of .GAM. The saved game resumes where it left off.


Game-Save

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This menu command saves the current game. This saved game file should have an extension of .GAM and will include information about the scenario and other relevant information so that the game can resume where it left off.


Game-Save as

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This menu command saves the current game with a new name. Otherwise this command is identical to Game-Save.


Game-Quit

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This menu command quits the current game. The current scenario is retained, but all pieces and owned cities are cleared.


Game-Print

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This menu command allows for the printing of the current game's statistics and map.

Game-Print dialog-box


Game-Printer setup

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This menu command allows for setting up the printer.

Game-Printer setup dialog-box


Game-Exit

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This menu command exits the Medieval War program completely. Depressing Ctrl+X will also invoke this command.


Scenario-New

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This menu command sets up a new scenario.

Scenario-New dialog-box

Size

Name

Map Generation

City spacing

Land Density


Map size
Size: Allows the user to enter a desired map size. The limits, for both the X and Y dimensions are a minimum of 20 and a maximum of 100.


Scenario name
Name: Allows the user to enter a unique name for the new scenario.


City spacing
City spacing: When this option is selected, players will have roughly equal access to empty cities and will be evenly distributed.


Map Generation
Map Generation:

Random: Directs the computer to randomly create the terrain map each time a new game is started.

Computer: Directs the computer to randomly create the terrain map only once. The same terrain will be used each time a new game is started.

Manual: Leaves the terrain map as empty sea and allows the user to create the terrain map using the Scenario-Edit menu command.


Land Density
Land Density: Selects the land density for a computer generated terrain map. The limits are a minimum of 20% and a maximum of 80%.


Scenario-Open

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This menu command loads a previously saved scenario. Each scenario includes a map or map description, a list of options, a description of the players, and a table of piece attributes.


Scenario-Save

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This menu command saves the current scenario. This saved scenario includes a map or map description, a list of options, a description of the players, and a table of piece attributes.


Scenario-Save as

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This menu command saves the current scenario with a new name. Otherwise this command is identical to Scenario-Save.


Scenario-Edit

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This menu command allows the user to create and edit the terrain map when it is checked. To edit the terrain map, place the cursor over the desired map square and click the left mouse button. The terrain select dialog-box will appear allowing selection of the desired terrain. If the right mouse button is clicked, the last terrain selected will be used automatically.


Scenario-Options

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This menu command sets up the options for the scenario. These include options concerning what is hidden, movement, and combat.

Scenario-Options dialog-box

Hidden:

Hide map

Hide pieces

Other:

Wrap-around map

Multiple attacks per turn

Capture of unbuilt enemy units

Plagues

Blow up taking empty cities

Play by mail


Hide map
Hide map: When this option is selected, the map starts out hidden from each human/computer player. Each player must explore the map on his/her own. A hidden square appears black, while an uncovered square shows the terrain. To uncover a square through exploration, the player must move a piece within one square of it. Once a square is uncovered, it remains so for the rest of the game. If this option is not selected, each square will be uncovered for the entire game.


Hide pieces
Hide pieces: When this option is selected, opponent's pieces are only displayed under certain circumstances. They are displayed when a friendly piece comes within one square of  an opponent's piece or an opponent's piece is next to a friendly piece or city at the beginning of  the turn. In either case the opponent's piece is shown for the rest of that turn. If this option is not selected, all pieces are shown for the entire game


Wrap-around map
Wrap-around map: The map wraps-around, which means that a piece going off the right edge of the map will appear on the left edge of the map. This simulates a globe (but is actually more like a donut).


Multiple attacks
Multiple attacks per turn: Each piece may attack up to its number of attacks per turn, and may move after each attack so long as it has movement points left.


Capture unbuilt enemy units
Capture of unbuilt enemy units: If an enemy city is captured, the piece that was being built will be available to the enemy player with as many turns left as it had before capture.


Plagues
Plagues: A 12.5% chance of a plague occuring each turn. If a plague does occur, each piece will take half its hit points in damage.


Blow up taking empty cities
Blow up taking empty cities: An attempted capture of an empty city may result in the attacking piece blowing up.


Play by mail
Play by mail: Certain features are added to the game to facilitate play-by-mail (or e-mail). These features include password protection, disabling the Game submenu during play, and automatically saving and quitting the game at the end of the turn.


Scenario-Players

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This menu command sets up the players and important information about them.

Scenario-Players dialog-box

Name

In game

Computer/Human

Strength level


Player name
Name: Allows for setting or changing of a player's name.


In game
In game: Determines whether a player is in the game or not. At least two players must be in the game, one of whom must be a human.


Computer/Human
Computer/Human: Determines whether a player is a human or is played by the computer.


Strength level

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Determines the strength level of a player. The strength level is a value between 0 and 23 and establishes how strong a player will be relative to the other players in the game. This allows for a close game between two unequal players. The bonuses due to strength are cumulative as follows:

0 - None.	12 - +1 to defense.
1 - Capture cities automatically.	13 - +1 to attacks.
2 - Greater damage.	14 - +1 to movement points.
3 - +1 to attack.	15 - 1/3 off building pieces.
4 - +1 to defense.	16 - +2 to repairs.
5 - +1 to attacks.	17 - +2 to experience.
6 - +1 to movement points.	18 - Greater damage.
7 - Greater transport capacity (+2).	19 - +1 to attack.
8 - Double terrain bonuses.	20 - +1 to defense.
9 - +2 to experience.	21 - +1 to attacks.
10 - Greater damage.	22 - +1 to movement points.
11 - +1 to attack.	23 - 1/2 off building pieces.


Scenario-Pieces

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This menu command allows the attributes of the pieces to be changed.

Scenario-Pieces dialog-box

In game

City capture

More


Piece in game
In game: Determines whether pieces of this type will be in the game or not.


City capture
City capture: Determines whether pieces of this type will be able to capture cities.


Changing attributes
More

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The more button brings up a dialog-box that allows for the changing of a piece's attributes.

More button

Turns

Move

Attack

Defend

Range

Attack


Change turns
Turns: The number of turns it takes for the piece to be built.


Change move
Move: The number of movement points that the piece may use per turn.


Change attack
Attack: The basic attack strength/rating for the piece.


Change defend
Defend: The basic defense strength/rating for the piece.


Change range
Range: The maximum distance from which the piece can attack an enemy piece.


Change attacks
Attacks: The number of attacks that a piece may make in a turn (if the multiple attacks per turn option is used).


Scenario-Victory conditions

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This menu command allows the scenario's victory conditions to be set.

Scenario-Victory conditions dialog-box

Normal

Command castle

Victory points

Turns


Normal victory conditions
Normal: To win a player must totally destroy his/her opponents and/or force his/her opponents to surrender.


Command city
Command castle: In addition to the normal victory conditions, each player has a command (or capital) castle. When this castle is taken, that player, along with all of his/her pieces and cities, is out of the game.


Victory points
Victory points: In addition to the normal victory conditions,  the game ends when one or more players has reached the specified victory points. At that time, the player with the most victory points wins.


Number of turns
Turns: In addition to the normal victory conditions, the game ends after a specified turn. At that time, the player with the most victory points wins the game.


Turn-Alliances

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This menu command allows players to send messages to one another, enabling the formation of alliances and the sharing of information.

Turn-Alliances dialog-box

Messages

Players

Attitudes


Alliance messages
Messages:

None: No messages are sent to the selected opponent.

Non-aggression pact: Sends the following message to the selected opponent: "Would you like to sign a Non-aggression pact?"

Alliance against: Sends the following message to the selected opponent about another opponent: "Would you like to form an alliance against Player #1?"

Declaration of war: Sends the following message to the selected opponent: "Consider this a declaration of war!"

Message: Sends a message of up to 40 characters to the selected opponent.


Alliance players
Players: The player to whom the selected message will be sent.


Alliance attitudes
Attitudes: The measure of the computer player's attitudes toward the current player. The attitude is measure on a scale of 0 to 100, where 0 = stong hatred and 100 = strong alliance.


Turn-Unautomate all

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This menu command unautomates all of the current player's pieces.


Turn-Notes

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This menu command allows the current player to enter or edit notes about the game.

Turn-Notes dialog-box


Turn-End turn

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This menu command ends the current player's turn. Every piece that is automated will carry through its automation. Every piece that is unautomated will end its turn. Depressing Ctrl+E will also invoke this command.


Turn-Surrender

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This menu command lets the current player surrender the game. All of his/her pieces will be wiped out and all of his/her cities will be cleared. If the current player is the only human player left or if his/her surrender will leave only one other player in the game, then the game will end.


Display-World

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This menu command displays a zoomed-out view of the world map. The entire world is displayed in a window with the currently displayed section of the map highlighted in yellow. Pieces that can be seen by the current player will be seen by their color. All cities that are not covered by pieces will be shown in white.

Display-World dialog-box


Display-Current piece

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This menu command displays centers the map on the currently selected piece. Depressing Ctrl+I will also invoke this command.


Display-Cities

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This menu command displays a list of the current player's cities. This list consists of different attributes: the type of unit that the city is building, the X and Y coordinates of the city, and the number of turns until the next piece is built. To change the type of unit being built a city, double-click on it.

Display-Cities dialog-box


Display-Total pieces

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This menu command displays a list of the current player's pieces. It calculates the total number of pieces and also calculates the total number of each type of piece.

Display-Total pieces dialog-box


Display-Victory points

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This menu command displays the victory points of each player, and also displays a bar graph comparing them.

Display-Victory points dialog-box

The victory points are calculated as follows:

50 points - are awarded for capturing a city, and are deducted for losing a city.

20 points - are awarded for building a transport piece or destroying an enemy transport piece, and are deducted for losing a transport piece through combat.

Atk+Def+Air points - are awarded for building a combat piece or destroying an enemy combat piece, and are deducted for losing a combat piece through combat.


Display-Statistics

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This menu command displays combat and other statistics of the current player.

Display-Statistics dialog-box

Enemy

General

Players


Enemy statistics
Enemy:

Pieces destroyed of: The number of pieces destroyed of the named player.

Cities captured of: The number of cities captured of the named player.


General statistics
General:

Pieces: The following totals deal with pieces and are accumulated from the beginning of the game.

Total built: Total number of pieces built by the current player.

Destroyed: Total number of the current player's pieces that were destroyed either in combat or capturing cities.

Destroyed in combat: Total number of the current player's pieces that were destroyed in combat.

Destroyed taking cities: Total number of the current player's pieces that were destroyed attempting to capture cities.

Percent successful: The percentage of successful attempts to capture cities.

Enemy pieces destroyed: Total number of enemy pieces that were destroyed in combat by the current player.

Cities: The following totals deal with cities and are accumulated from the beginning of the game.

Cities captured: Total number of cities captured.

Enemy cities captured: Total number of enemy cities captured.

Empty cities captured: Total number of empty cities captured.


Display-Rules

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This menu command displays the rules of the game.

Display-Rules dialog-box


Move-Next

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This menu command switches to the current player's next piece. The piece switched from will be able to move later in the turn. Depressing Ctrl+N will also invoke this command.


Move-Skip

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This menu command ends the current piece's turn and switches to the current player's next piece. If there is no other piece left to take its turn for that player, his/her turn will end. Depressing Ctrl+S will also invoke this command.


Move-Guard

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This menu command directs the current piece to stand guard at its current location until it is unautomated and switches to the current player's next piece. If there is no other piece left to take its turn for that player, his/her turn will end. Depressing Ctrl+G will also invoke this command.


Move-Board/unboard

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This menu command directs the current piece to board or unboard a transport in the same square. There are a few limitations to this. A horse can hold only one land pieces and a light galleon can hold no more than four land pieces. Depressing Ctrl+B will also invoke this command.


Move-Random

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This menu command directs the current piece to move randomly until unautomated. Depressing Ctrl+R will also invoke this command.


Move-Unautomate

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This menu command changes the cursor to a pointing hand. Clicking the cursor on a square containing any of the current player's pieces will cancel certain commands including Move-Guard, Move-Random, Move-Patrol, and Move-Stack. Depressing Esc will return the cursor to normal. Depressing Ctrl+U will also invoke this command.


Move-Attack

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This menu command changes the cursor to a target. Clicking the cursor on a square within the range of the current piece will cause that piece to attack the top enemy piece within the square. If there is no enemy piece in that square, then an attack will be expended but nothing else will happen. Depressing Esc will return the cursor to normal. Depressing Ctrl+A will also invoke this command.


Move-Switch to

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This menu command changes the cursor to an X. Clicking the cursor on a square containing at least one of the current player's moveable pieces will cause one of those pieces to become the current piece. If there is more than one piece, the Move-Switch to dialog-box will appear, listing all the possible pieces from which to choose. Depressing Esc will return the cursor to normal. Depressing Ctrl+W (or Ctrl + left mouse button) will also invoke this command.

Move-Switch to dialog-box


Move-Patrol

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This menu command changes the cursor to a circle with a counter-clockwise arrow. Clicking the cursor on a square will cause the current piece to patrol (until unautomated) between its current position and the square that was clicked. Depressing Esc will return the cursor to normal. Depressing Ctrl+P will also invoke this command.


Move-Stack

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This menu command changes the cursor to two overlapping squares. Clicking the cursor on a square will cause all pieces of the same class as the top piece to be stacked together. (Class refers to land or sea types.) A stack cannot attack, it must be broken up. To break up a stack, unautomate it by using the Move-Unautomate command. Depressing Esc will return the cursor to normal. Depressing Ctrl+T will also invoke this command.


Options-Auto save

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This menu command toggles whether the game will be automatically saved at the beginning of every turn.


Options-Sound

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This menu command toggles whether sound will be used in the game.


Options-Grid

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This menu command toggles whether the map grid will be used in the game. The map grid has no use other than for guidance.


Options-Center

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This menu command toggles whether dialog-boxes will be centered on the screen.


Rules

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Object of the game

Strategy

Tactics

Cities

Building Pieces

Movement

Combat

Fortification

Pieces

Terrain


Object of the game

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The object of Medieval War is to accomplish one of two goals: force your opponents to surrender, or capture all of your opponents' cities and destroy all of your opponents' pieces. This is generally achieved by a balanced strategy of three different actions: attacking, defending, and expanding.


Strategy

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Attacking refers to agressively moving toward your opponent and attempting to destroy his/her pieces and capture his/her cities. Defending refers to massing units on cities and other strategic points, and patroling important sea lanes with warships. Expanding refers to quickly trying to capture unoccupied and enemy cities, so that more friendly pieces may be built. These three general actions should always maintain some balance, but each may be emphasized at certain points during the game. (Expansion in the beginning, defending toward the middle, and attacking at the end.)

Don't underestimate the importance of logistics. A brilliant strategy and ingenious tactics can easily be undermined by disorganization and poor logistics. Coordinate attacks and make sure all essential pieces are in position before launching an attack or counter-attack.


Tactics

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Tactics govern how combat is conducted in a battle.

Attacking:

Matchups: Match the best attacking piece for the given defending piece. For example:

PIK (Atk=9) vs. LCV (Def=2)

HGL (Atk=5) vs. LGL (Def=1)

CBW (Atk=10) vs. GRD (Def=4)

HCV (Atk=5) vs. LIN (Def=2)

Support: A strong piece or an occupied city should be attacked en-masse, surrounding it to prevent escape and to receive support bonuses.

Order of attack: A piece should be attacked with stronger pieces first. Soften it up before attacking with weaker pieces.

Defending:

Escorts: To protect weaker pieces such as light infantry and light galleons, more powerful escorts such as heavy infantry and heavy galleons should be put on top of the weaker pieces.

Spread out: To avoid being surrounded, spread pieces out. Putting one or two pieces per square around an important location will make it much harder for an opponent to capture.


Cities

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Cities are the key to the game and capturing them should be a primary goal. Unoccupied cities may be captured by moving on to them. The moving piece will either be destroyed or it will capture the city and become a permanent garrison force. Enemy cities must be cleared of enemy forces, then they may be captured in the same manner as unoccupied cities. When the city is captured, the capturing player will be prompted with the Build Piece dialog box to select a piece for that city to begin building.


Building pieces

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This dialog box allows a player to select a piece for that city to build. Each piece will take a certain number of turns to build. After those turns have expired, a piece will be built on that square and can be moved the following turn. Another piece of the same type will then be started. To change the type of piece that a city is building, either double-click on the city's square on the map or use the Display-Cites menu command. If a piece is changed the new piece will start from the beginning.

Build Piece dialog-box


Movement

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Movement is performed by moving a piece from one square to another and is affected by the terrain and the type of piece involved. If the movement cost of the terrain is greater than the amount of movement points left for the piece, it can may still move into that square, but ends its turn.

Terrain:

Movement cost

Movement limitations

Type of piece:

Land

Sea


Movement cost
Movement cost: Moving through mountainous terrain costs three movement points per square. Moving through forested terrain costs two movement points per square. Otherwise the movement cost is only one movement point per square.


Movement limitations
Movement limitations: Squares that are more than 50% land cannot have sea pieces on them. Squares that are more than 50% sea cannot have land pieces on them. Cities may have any type of pieces on them.


Land pieces
Land: Land pieces are only allowed on squares that are at least 50% land.


Sea pieces
Sea: Sea pieces are only allowed on squares that are at least 50% sea


Combat

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Combat is performed by figuring out the attacker's strength including all bonuses, figuring out the defender's strength including all bonuses, then calculating which piece is hit and how much damage is done.

 	Attacker:

Basic attack strength

Support bonus

Experience bonus

Piece bonus

Strength bonus

Defender:

Basic defense strength

Terrain bonus

Experience bonus

Piece bonus

Strength bonus

To hit:

Final attack and defense strengths

To hit number

Determination of a hit

Damage:

Damage bonuses

Damage determination


Basic attack strength
Basic attack strength: The basic attack strength is the attacking piece's attack (ATK) attribute factoring in any damage that the attacking piece has taken.


Support bonus
Support bonus: For every square around the defender's piece (except for the attacking piece's square) that is occupied by a piece belonging to the attacking player, the basic attack strength is increased by one. This support bonus can range from 0 to 8.


Experience bonus
Experience bonus: For every two points of experience, the basic attack strength is increased by one. For every two points of experience, the basic defense strength is increased by one. The maximum possible number of experience points is ten, therefore the experience bonus can be anywhere from 0 to 5.


Piece bonus
Piece bonus: Certain pieces have bonuses on offense and/or defense on other types of pieces. Pikemen get a bonus of +8 when attacking or defending against cavalry pieces. Cavalry pieces get a bonus of +10 when attacking bowmen pieces.


Strength bonus
Strength bonus: A player's piece may get a bonus depending on that player's strength level. Refer to strength level for a list of the strength bonuses.


Defense strength
Basic defense strength: Is the defending piece's defense (DEF) attribute factoring in any damage that the defending piece has taken.


Terrain bonus
Terrain bonus: If a defending piece is on a square that is at least 50% forest terrain, its basic defense strength is increased by one. If a defending piece is on a square that is at least 50% mountain terrain, its basic defense strength is increased by two. If a defending piece is on a friendly castle, its basic defense strength is increased by the fortification level of that castle.


Final strength
Final attack and defense strengths: The two final strengths are totaled up in order to calculate the final to hit number.


To hit
To hit number: The THN is derived by the following formula. THN = FAS / (FAS + FDS) * 100 - 5. Where FAS = final attack strength and FDS = final defense strength.


Hit determination
Hit determination: A random number between 0 and 99 is determined and called THR. This is then compared to the to hit number:

THR < THN	The defender is hit.

THR >= THN + 5	The attacker is hit.


Damage bonus
Damage bonuses: If the attacker is a cavalry piece and the defender is a pikemen piece and the cavalry piece is hit, then the damage number is increased by 10. Any other bonuses are dependent on the strength of the players involved.


Damage determination
Damage determination: A random number between 0 and 99 is determined and called DDR. To DDR is added any damage bonuses.

DDR >= 90 	Critical hit (the piece that was hit is destroyed).

DDR >= 40	2 to 7 points of damage.

DDR < 40	1 to 2 points of damage.


Fortification

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Fortification may be built in any castle up to a maximum level of 15. Fortification adds to the defense of each piece in a castle by the level of fortification of that castle.


Playing the game

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Starting a new game

Moving

Attacking

Shifting between pieces

The status bar

Show Opponent

City name

Start turn

Playing by mail

Questions and answers


Starting a game
Starting a new game

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The general sequence for starting a game is as follows:

Scenario-New (or Scenario-Open). Enter the map size, the scenario name, and the land density.

Scenario-Players. Enter the names of the human and computer players as well as their strength levels.

Scenario-Options. Check the desired options.

Scenario-Pieces. Make changes to pieces if necessary.

Game-New. To start the game.


Moving

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There are two distinct ways of moving a piece:

The keyboard: This is probably the easiest way of moving pieces. To move a piece just move the corresponding key on the numeric keypad.

Up & Left = Home

Up = (Up arrow)

Up & Right = PgUp

Left = (Left arrow)

Right = (Right arrow)

Down & Left = End

Down = (Down arrow)

Down & Right = PgDn

The mouse: To move a piece with the mouse, move the cusor onto the piece and then click and hold the left mouse button. This cursor will change to a square with an arrow pointing out of it. Move the cursor to the piece's intended destination and release. This will put the piece on automatic movement until it reaches its destination or cannot move.


Attacking

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There are two distinct ways of attacking an enemy piece:

The keyboard: This is probably the easiest way of attacking a piece, but it is limited to attacking pieces that are only one square away. To attack a piece one square away, just move into the defending piece's square.

The mouse: To attack a piece with the mouse, use the Move-Attack menu command to turn the cursor into a target. Then move it onto the defending piece's square and click the left mouse button.


Shifting between pieces

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There are a few ways of shifting between pieces.

Next: The Move-Next menu command switches to the next piece, but doesn't end its turn.

Skip: The Move-Skip menu command switches to the next piece and ends its turn.

Guard: The Move-Guard menu command sets the current piece to automatically guard its square each turn and then switches to the next piece.

Switch to: The Move-Switch to menu command changes the current piece to the one selected.


Status bar

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The gray status bar at the top of the map gives helpful information about the current piece. The information included is often very important to game play. A description of the contents of the status bar follows, with optional statistics in brackets.

Status bar

(???)	Piece code

(Atk)	Attack

(Def)	Defense

[Exp]	Experience

(Move)	Move

(Atks)	Attacks left

[Trans]	Transport

[Unts]	Units

(X, Y)	X and Y

(?th ?)	Unit number


Piece code
Piece code: A three letter code that describes the type of the current piece.


Experience
Experience: The number of times the current piece has been directly involved in combat up to a maximum of ten. Experience bonuses help in combat.


Movement left
Move: The number of movement points the current piece has left for the turn.


Attacks left
Attacks left: The number of attacks the current piece has left for the turn.


Transport
Transport: The amount of units being transported by the current piece, or whether the current piece is being transported. (Optional)


Units
Units: The total number of friendly pieces on the same square as the current piece. (Optional)


X & Y
X and Y: The X and Y coordinates of the current piece's square.


Number
Unit number: The unit identification number of the current piece (used to help identify a particular piece).


Show Opponent

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The Show Opponent dialog-box will be displayed when a square with an enemy piece on it is Ctrl + clicked. Information displayed in the Show Opponent dialog-box includes: the X,Y coordinates of the square, whether there are one or more enemy pieces, the enemy player involved, the type of piece involved, and what type of city is underneath.

Show Opponent dialog-box


City name

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The City name dialog-box will be displayed when an empty city has been captured.

City name dialog-box


Start turn

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The Start turn dialog-box will be displayed at the beginning of each human player's turn. Possible options include: OK (start turn), Save & quit (save game then quit), Skip (skip turns until a piece is built), Unautomate (unautomate a piece so that a normal turn can be taken), and City list (show a list of cities so that the piece being built may be changed).

Start turn dialog-box


Playing by mail

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The play-by-mail option in the Scenario-Options dialog-box enables special features that make playing Medieval War by e-mail much easier. The game may be transfered by e-mail (using uu-encoding and decoding), by uploading and downloading, or by physically mailing a disk to the next player. Play-by-mail features include:

Password protection

Non-sequential play

Initial pieces

Auto quit and save


Password protection
Password protection: At the beginning of a play-by-mail game, each player must enter a password (hitting the return key by itself diables passwords for that player). This password must be entered before each players turn.


Non-sequential play
Non-sequential play: Awhen a play-by-mail game is opened by a player, a special dialog-box will pop up displaying each of the players. If a players name is not grayed, he/she may take his/her turn for the round by selecting it. If a players name is grayed, he/she has already taken his/her turn for the round and must quit.


Initial pieces
Initial pieces: To move play-by-mail games along a little bit faster,  each player is given three pieces to start with. These pieces are: a light infantry, a light cavalry, and a horse.


Auto save and quit
Auto save and quit: The game will automatically save and quit after each players turn.


Questions and answers

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Question: How do I board a transport piece?

Answer: Either move a land piece onto the square that contains the transport piece or, if they are both in the same square, have the land piece invoke the Move-Board menu command. In either case a dialog-box will pop up asking if you want to board the transport. Answer yes.

Question: How can I tell if a piece is being transported?

Answer: The word Trans will be displayed on the status bar if it is the current piece.

Question: How can I tell how many pieces are on a square?

Answer: If it is an enemy occupied square, a single piece will be shown by just an icon of that piece, two or more pieces will be shown by a small square surrounding the icon of the top piece. Friendly squares will additionally have the number of pieces in the square on the status bar. (It will show: Unts=?)

Question: How do I attack a square more than one away?

Answer: Use the Move-Attack menu command to change the cursor to a target, then move it over a square within range, and click the left mouse button to attack.

Question: What does experience do?

Answer: Experience improves attacking and defending. For every two points of experience, the attack and defend attributes of a piece are boosted by one. One point of experience is gained for each attack or defense a piece is directly involved in (up to a maximum of ten).

Question: How do I make repairs?

Answer: Move the damaged piece into a friendly city and keep it there through the end of a turn. For every turn a piece remains in a city, four points of damage will be repaired.

Question: How does damage work?

Answer: If a piece is hit it either takes damage or it is destroyed. For each point of damage a piece takes, a point is deducted off of attack or defend. When both are down to zero,the piece is destroyed.

Question: What determines which piece will be on top?

Answer: The piece with the highest, normal (undamaged) Attack + Defense, as long as it is not aboard a transport, will be shown on the top of a stack of pieces.

Question: Why can't I board a transport piece?

Answer: It could be because an cavalry piece is trying to board a horse. (Cavalry pieces are not allowed aboard horse pieces.) Another possibility is that a loaded horse piece is trying to board a light galleon. A horse must be empty to board a light galleon.

Question: Why can't I unboard a transport?

Answer: It is probably because the transport is on a square that is less than 50% land. It could also be because all of the pieces on board are guarding or have moved already during the turn.

Question: On which squares can I board/unboard?

Answer: The square must be at least 50% land.


Pieces

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There are fourteen different types of pieces in the game. Each has its own icon, symbol, and attributes. Their attributes are listed below. Atk - is the attack strength. Def - is the defense strength. Rng - is the attacking range. Move - is the movement points per turn. Atks - is the number of attacks per turn. Turn - is the number of turns it takes to produce. (Other notes may also be included.) These attributes are the defaults for the pieces. They may be changed before the game with the Scenario-Pieces menu command.

 Guard (GRD) - Atk=1, Def=4, Rng=1, Move=1, Atks=3, Turn=4.

 Light infantry (LIN) - Atk=1, Def=2, Rng=1, Move=3, Atks=2, Turn=4. Can capture cities.

 Heavy infantry (HIN) - Atk=3, Def=2, Rng=1, Move=1, Atks=2, Turn=6.

 Pikemen (PIK) - Atk=1, Def=2, Rng=1, Move=1, Atks=2, Turn=4. Defensive bonus against cavalry.

 Light cavalry (LCV) - Atk=3, Def=2, Rng=1, Move=4, Atks=2, Turn=8. Can capture cities.

 Heavy cavalry (HCV) - Atk=5, Def=3, Rng=1, Move=3, Atks=2, Turn=10.

 Short bowmen (SBW) - Atk=3, Def=1, Rng=2, Move=2, Atks=3, Turn=4.

 Long bowmen (LBW) - Atk=6, Def=1, Rng=3, Move=1, Atks=2, Turn=8.

 Crossbowmen (CBW) - Atk=10, Def=1, Rng=2, Move=1, Atks=2, Turn=12.

 Catapult (CAT) - Atk=10, Def=2, Rng=3, Move=1, Atks=1, Turn=12. Can break down fortification levels.

 Ballista (BAL) - Atk=4, Def=1, Rng=2, Move=1, Atks=2, Turn=8. Can break down fortification levels.

 Horse (HRS) - Atk=0, Def=1, Rng=0, Move=6, Atks=0, Turn=2. Can transport one unit.

 Light galleon (LGL) - Atk=0, Def=1, Rng=0, Move=4, Atks=0, Turn=4. Can transport up to four units.

 Heavy galleon (HGL) - Atk=5, Def=3, Rng=2, Move=3, Atks=2, Turn=8.


Terrain

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 Sea - Ships are only allowed on squares that are at least 50% sea. Land units are not allowed on squares that are more than 50% sea. Movement cost = 1.

 Land - Land units are only allowed on squares that are at least 50% land. Ships are not allowed on squares that are more than 50% land. Movement cost = 1.

 Mountain - Mountain squares are like land-only squares in terms of  unit limitations. Movement cost = 3. Defense bonus = 2.

 Forest - Forest squares are like land-only squares in terms of  unit limitations. Movement cost = 2. Defense bonus = 1.

 City - All units are allowed on city squares. City squares are the key to the game as they allow the building of more pieces. Movement cost = 1. Defense bonus = fortification level.


Registration

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Medieval War is a shareware program that has a two week evaluation period after which a payment of $29.95 ($39.95 for the Gamemaker version) is required. As shareware, Medieval War was distributed freely in order to allow people to "test drive" it. The try-before-you-buy concept allows users to find out which programs are useful before purchasing (registering) them. If a shareware program is useful or entertaining, please support it through registration. The registration fee for Medieval War is only $29.95 ($39.95 for the Gamemaker version) and entitles you to the newest version of the program, extra games and scenarios (such as Agincourt and Hastings), sound files, a printed manual, an account on our BBS, customer support (through the mail or on compuserve), and information (and discounts) on other offerings from Burnham Park Software, Inc. An extra $10 entitles you to the Gamemaker version. The Gamemaker version allows games (such as Agincourt) to be easily created or modified. To register, go to the Registration Form and use the File-Print Topic menu command. Fill out the resulting form and send to:

Burnham Park Software, Inc.

P.O. Box #814

Chicago, IL 60690-0814

Phone: (312) 922-6313

BBS: (312) 922-2839

Compuserve: 71532,3271

America Online: Burnsoft

Internet: burnsoft@aol.com

Disclaimer

Medieval War is supplied as is. The author disclaims all warranties, expressed or implied, including, without limitation, the warranties of merchantability and of fitness for any purpose. The author assumes no liability for damages, direct or consequential, which may result from the use of Medieval War.

ASP Ombusman statement

Burnham Park Software, Inc. is a member of the Association of Shareware Professionals (ASP). ASP wants to make sure that the shareware principle works for you. If you are unable to resolve a shareware-related problem with an ASP member by contacting the member directly, ASP may be able to help. The ASP Ombudsman can help you resolve a dispute or problem with an ASP member, but does not provide technical support for members' products. Please write to the ASP Ombudsman at 545 Grover Road, Muskegon, MI 49442-9427 USA, FAX 616-788-2765 or send a CompuServe message via CompuServe Mail to ASP Ombudsman 70007,3536.


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