   Type a topic number, name or other key word to search for.  When
   it's found, hit TAB for next occurrence, or scroll thru lines of
   text: hit RETURN to scroll down, BACKSP to scroll up (hit ESC to
   quit scrolling). At "Topic" box, hitting RETURN exits Help.

         Main Topics   2) INPUT  FIELDS    4) CALCULATIONS
         1) SCREEN     3) RESULT FIELDS    5) COMMANDS
1) SCREEN
   Procedure
      Enter desired amounts in INPUT fields (above the bar)
      Press RETURN each time you want to see recalculated
         RESULTS (below the bar) based on these inputs.
      When satisfied, move cursor to COMMAND field (see COMMANDS)
         and press RETURN for results of the decisions made here.
   Layout
      Above the bar: Data-entry fields (INPUT FIELDS).
      Below the bar: Display-only fields (RESULT FIELDS).
      Inside the bar
         'Command' : For entry of commands (see COMMANDS section).
         Dialog Box: When a command is entered, box opens up.
         Year      : Current year, with 'Royal Council' message.
   Moving between fields
      TAB Key  : Moves to next field in sequence.
      BACKTAB  : (Shift-TAB) moves to previous field.
      U & D Arr: Moves to field just above or below.
      HOME Key : Moves to the upper left-hand field.
   Editing within a field
      R Arrow: Moves the cursor right one space at a time.
         At right end of field, cursor will tab to next field.
      L Arrow: Moves left one space if cursor is not in Col 1;
         Otherwise, it will tab to the previous field.
      ESC Key: Moves cursor back to Col 1.
      BACKSP : "Destructive." Deletes character to the left.
      DEL Key: Deletes character under the cursor.
      ^Y     : Deletes all to the right of cursor position.
      INS Key: Toggles between Insert and Overwrite modes.
   Equivalent keys
      Arrows : "Wordstar diamond."  L,R,U,D = ^S,^D,^E,^X
      TABS   : TAB,BACKTAB = ^R Arrow,^L Arrow
      INS Key: ^V
      DEL Key: ^G
   Status line  ( line #24 )
      'Field' : Shows sequence-number of current field.
      'Col'   : Shows cursor's position in current field.
      'Overwrite'/
      'Insert': Shows current editing mode.
      'CAPS'  : When lit, shows CAPS LOCK is on.
      'NUMS'  : Same for NUM LOCK.
      Rt side : (Col 45-80) Various error and help messages.
//
2) INPUT FIELDS
   PLANT (Crops):  Acres to cultivate.
      Each acre requires three bushels of grain for seed.
      One farmer can plant two acres.
   BUILD (Canals): Acres to build irrigation facilities on.
      Construction for each acre requires four men.
   STORE (Grain):  Bushels to save for next year.
   TRADE (Grain):  Bushels to buy or sell.
      Positive number is a purchase; negative, a sale
      Every 1000 bushels requires two men to transport it.
   RECRUIT:  Number of men to train for next year's army.
      It costs three talents to train each recruit.
   MOBILIZE: Number of troops sent for war or reconnaisance.
      It costs two talents per soldier mobilized.
      These troops will not be available to fight invaders.
      (See COMMANDS for giving them their orders).
//
3) RESULT FIELDS
   SUBJECTS:  Total population for the current year.
   FARMERS:   Manpower available for planting and building.
   SOLDIERS:  Number of troops available to fight invasion.
   LAND:      Total land for the current year.
   TO PLANT:  Maximum acreage that can be cultivated.
   IRRIGATED: Acres for which irrigation canals have been built.
   GRAIN:     Bushels of grain left for feeding the populace.
   SEED:      Bushels of grain used for seed.
   PER CAP:   Size of an individual's allocation of grain to eat.
   GOLD:      Balance of gold in treasury after expenses and trade.
   EXPENSES:  Costs of military recruiting and campaigning.
   PRICE:     Trading price of grain for current year.
//
4) CALCULATIONS
      (How RESULTS are related to INPUTS)
   FARMERS:
      Total population (SUBJECTS)
      Minus military (RECRUIT, SOLDIERS, MOBILIZE)
      Minus manpower demanded by BUILD and TRADE
   SOLDIERS:
      Opening quantity
      Minus MOBILIZEd troops
   TO PLANT:
      Two acres for every FARMER, or
      Acres of LAND currently held,
      whichever is less.
   IRRIGATED:
      Opening quantity
      Plus number of acres entered in BUILD
   GRAIN:
      Opening quantity
      Minus SEED
      Minus or plus (as shown) amount in TRADE
      Minus amount in STORE
   SEED:
      Three times amount entered in PLANT
   PER CAP:
      GRAIN divided by SUBJECTS. If this is below 10, people will
      starve, increasing the chance of riots and stolen grain.
   GOLD:
      Opening quantity
      Minus EXPENSES
      Plus or minus (as shown) the amount TRADE times PRICE
   EXPENSES:
      Three times RECRUIT
      Plus two times MOBILIZE
   PRICE:
      Fixed for the duration of each year.
//
5) COMMANDS
   'Command: '  (Single-character commands)
      RET: Closes current Royal Council and enacts its decisions.
      /  : Opens dialog box for orders to MOBILIZEd troops.
           Also opens if troops are MOBILIZEd when Council closes.
      ?  : Calls up the Help facility.
      Q  : Quits the game. Will double-check with you.
   'Orders: '   (Dialog box)
      Usage:
         ATTACK and SCOUT must be given with a direction, i.e.,
         NORTH,SOUTH,EAST and WEST. N,S,E,W may also be used.
      ATTACK:
         Number of troops entered in MOBILIZE will fight the
         country lying in the specified direction. Gains, losses
         and other information will be reported.
      SCOUT: (also RECON)
         Reconnaissance by soldiers MOBILIZEd in given direction.
         They will report estimated troop strengths,
         approximate size and wealth of the domain, and
         apparent hostility (i.e., likelihood of attack).
         Accuracy of report improves with number of soldiers sent;
         this holds true up to about 100 troops sent.
         Results of reconnaisance is stored and can be called up
         by the REVIEW command.
      REVIEW: (also REV)
         Will show a table summarizing reconnaisance done so far.
         Remember that neighboring countries are "live" -- their
         wealth and population fluctuates according to much the
         same rules as your own country. Troops increase according
         to population and hostility-factor. Land changes according
         to the success of their invasions.
