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W W 2 i n E U R O P E
(c) 1995 W R Hutsell
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C O N T E N T S
1 I N T R O D U C T I O N
1.1 Introduction
1.2 Files
1.3 Beginning the Game
1.4 Initial Menu
1.5 How to Win
1.6 Map Display
1.7 Cities & Connections
1.8 Using the Menus
1.9 Using a Mouse
1.10 Screen Saver
1.11 Set Up
1.12 Sequence of Play
1.13 PBM (Play-by-Mail) Game
2 D E C I S I O N P H A S E
2.1 Movement
2.2 Armies
3 M A I N M E N U
3.1 Main Menu
3.2 Recruits
3.3 Navy
3.4 Special Cases- Ship Moves
3.5 Amphibious Assault
3.6 Invasions
3.7 Special Case - Retreats
3.8 Move
3.9 Air Force
3.10 Dogfight
3.11 Technology
3.12 Next Turn
3.13 Inform (Reports)
3.14 COMMANDS
3.15 Utility
3.16 Editor
3.17 Files (Saved Games)
4 F U N C T I O N K E Y S
4.1 F1 - Help
4.2 F3 - Redraw Screen
4.3 F7 - Next Turn
5 C O M M A N D S
5.1 Commands Submenu
5.2 Cancel
5.3 Paratroop
5.4 Fortify
5.5 Join (Combine)
5.6 Detach
5.7 Supply
5.8 Rotate Stack
5.9 Drill
5.10 Static Units
6 U T I L I T Y
6.1 Utility Submenu
6.2 Side
6.3 1-Player/2-Player
6.4 Noise
6.5 Display
6.6 Balance
6.7 End Game Conditions
6.8 End Game Bonuses
6.9 End Game Condition Override
6.10 Vary Start
6.11 Neutrals
6.12 Keyboard / Mouse
6.13 Weather
6.14 Hi Scores
6.15 PBM
6.17 Save Config
7 M O V E & C O M B A T P H A S E
7.1 Computer Decisions
7.2 Army Movement
7.3 Weather
7.4 Combat
7.5 Resolving Combat
7.6 Income Update
7.7 Maintenance
8 D A T A F I L E S
8.1 Initialization File (WW2BASE.INI)
8.2 Scenario Initialization File (WW19xx.INI)
8.3 Configuration File (WW2.CFG)
8.4 City Matrix Files (EURO19xx.DAT)
8.5 Special Events
9 D E S I G N E R N O T E S
9.1 Game Concept
9.2 Sources
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1 I N T R O D U C T I O N
===========================================================
1.1 Introduction
===================
The VGA World War II in Europe Game is a 1 or 2-player graphic strategic
level wargame with mouse support and PBM capability. It requires VGA and
is best played from a hard drive. Although it uses the popular game engine
from "VGA Civil War Strategy," it has undergone extensive change
to adapt to more modern combat. It is provided "as is" without
any warranty of any kind. It has been tested on several types of IBM compatibles
(from XT to 386) but it is impossible to try all the many combinations
of equipment that exist.
The object of the game is to accumulate as many victory points as possible.
The game is played in turns of 1 month during which both sides perform
their actions. Decisions are made using menus which are described below.
1.2 Files
============
The program requires the following files:
WW2.EXE - the game program
WW2.CFG - your customizable configuration file
WW2BASE.INI - base data for all scenarios
WW1939.INI - initialization data file for 1939 scenario
(1939 starting forces)
EURO1939.DAT - city data file as of 1939
WW2.DOC - this documentation file
HISCORE.WW2 - high score file
SPECIAL.EVT - special events file
In addition, the program requires several *.VGA graphics files.
1.3 Beginning the Game
========================
Type 'WW2' at the command line prompt. The title screen display will appear
while the game initializes.
1.4 Initial Menu
==================
+---------------------+
| WW2-Europe STRATEGY |
+---------------------+
| Start NEW Game |
| Resume Saved Game |
| Continue PBM Game |
| Quit |
+---------------------+
The option to load a game, begin a new game, or quit is given at the
beginning of the game, in addition to being available during the game
(using the 'Files' option on
the Main Menu). If you select a new game, you will then be prompted to
select the scenario (designated by the year it begins). Each scenario
has different initial and winning conditions. Some scenarios will favor
one side more than the other to reflect the changing balance of power
as the war progressed.
In addition, there is an option to Continue a Play-by-Mail game (if
one is in progress). For more information on playing by mail, see that
section.
1.5 How to Win
================
You are awarded victory points for (1) capturing cities, (2) capturing
armies, (3) winning battles, and (4) special events. Each city you control
gives you a certain number of victory points (and a like amount of income).
This varies depending on the city. For instance, a large city such as
Rome is worth much more than a smaller city such as Bern. To see the number
of victory points each city is worth, use the "Inform" option
to access the "Cities" report.
Capital cities are worth 100 units of bonus income, representing the
additional income from the country at large, including other cities not
represented on the map. If
you lose your capital, you permanently lose this bonus income.
If your army defeats an enemy that has no route for retreat or causes
enough casualties to crush the enemy, you capture the army and receive
a bonus of 25 victory points. Eliminating the enemy fleet also results
in 25 bonus victory points.
For each battle you win, you receive 3 victory points.
Some special events may result in extra victory points for one side
or the other. In addition, the side that triggers the end game conditions
receives a bonus. For instance, if you are able to annihilate the enemy,
you receive a 10% victory point bonus.
As play progresses, the score will not instantly track the performance
on battlefield, but rather will "lag" slightly.
The game continues until one side achieves an end game condition. (See
End Game Conditions under the "Utility" submenu).
If your score is one of the top 5 scores for the side played, you name
and score are entered into the high score file.
When the game is over, you are returned to the opening screen, with
the option to quit, load a game or begin a new game.
1.6 Map Display
==================
The title screen will clear and a map of western Europe will appear along
with a menu entitled 'Main'. This is the Main Menu from which you choose
most of your options. Above the menu is a flag showing which side is currently
selected, Allies or Axis.
The small colored circles on the map display are cities or other key
locations. There are a total of 58 such locations. Blue circles are Allied
controlled; gray ones are Axis controlled. Red circles are neutral cities
(not controlled by either side).
Two of the cities are CAPITAL cities, and their circle is marked with
a small yellow cross. The connections between the cities will be shown
by dashed lines.
If the circle representing the city is surrounded by a HOLLOW BLACK
box, it is a FORTIFIED (FORT+)location; if surrounded by a SOLID BLACK
box, the location is HEAVILY FORTIFIED (FORT++). Any level of fortification
tends to improve resistance to enemy attacks.
Small flag icons appear next to some cities. Each flag represents an
army. Mountains and other terrain features are also shown on the map.
You will notice that two of the cities are oval and bigger than the
others. These represent off screen countries (USA and Russia) and cannot
be attacked. However, they may be the source of new armies for the Allies.
1.7 Cities & Connections
==========================
Cities should not be strictly taken to be ONLY the city in question, but
rather the entire REGION (city plus surrounding areas). Also, the connections
between cities are not to imply that roads and railways in fact connect
only as shown, but rather the simulate the relative EASE of moving from
one city area to another. (For instance, difficulty of movement in the
hedgerow areas in France is achieved by not having connections between
some cities).
Movement can take place between any two cities directly connected provided
the moving unit does not cross an ocean or sea. Movement can take place
between
any two FRIENDLY cities that are connected across an ocean or sea, provided
the enemy fleet is not located at either of the two cities involved, However,
movement across the ocean to a NEUTRAL or ENEMY-controlled city requires
special INVASION technology.
Note that in the early scenarios that Allied armies beaten in either Amsterdam
or Rouen have the option of retreating to England (as at Dunkirk), as
long as the Axis fleet does not block the move.
1.8 Using the Menus
======================
You may move the highlighted menu option by pressing the "up"
and "down" arrow keys. Pressing 'Enter' will select the currently
highlighted option. Usually, you may exit from a menu without selecting
any option by pressing the "escape" or "esc" key.
"Hot keys" are provided to speed menu access. The first letter
of each command will immediately select the item without having to move
the menu bar. NOTE: In responding to city locations, watch out for cities
that have the same first letter. Using the hot key will select the FIRST
city on the menu that begins with the letter you press. If you wanted
to select another, you must use the up/down arrow keys. Example: You have
the option to recruit at either Koln or Kiel, both of which begin with
"K". If you press "K", Kiel will be selected because
it comes first alphabetically in the menu list. If you want to select
Koln in this case, you must use the arrow keys. If there had been no other
cities beginning with "K" except for Koln the hot key would
work fine.
For the Commands and Utility menus, the cursor stays on the submenu
if there are more choices available for the item currently being selected
(e.g., more troops to be drilled). Otherwise it returns to the main menu
and stays on the Option or Utility item.
PLEASE NOTE: TO RETURN TO THE MAIN MENU FROM EITHER THE
COMMANDS OR UTILITY MENU, PRESS THE "ESCAPE" KEY ("Esc").
1.9 Using a Mouse
===================
The option to use a mouse can be activated from the Utility menu. Once
activated, most menu selections can be made by pointing to the desired
menu item and clicking with the left mouse button. The mouse option can
be saved to the configuration file so it is active when the game is first
booted up.
In general, the right mouse button is treated as the escape ("Esc")
key.
The mouse is especially convenient for movement on the map. To move
a friendly army, point to the CITY circle which is slightly below and
to the right of the army and click the left mouse button. Do not click
on the army itself. The army will change to an icon representing the unit
type to indicate it is ready to be moved. Then point to the city circle
the army is being directed to move to, and click the left mouse button.
The movement path will show as a dotted
white line.
To select your airforce, click on the plane icon. A menu of options
will be shown. Select an option from the menu, then point to the location
on the map if that is required by the option. For instance, if you wish
to bomb a city, click on the plane icon, then select 'City Bomb' from
the menu. You will notice a large circle around the plane icon showing
its range. Point to a city within this circle to complete the bombing
mission.
Likewise, you may select your navy and bring up the menu of naval options
by clicking on the ship icon. The actual naval actions are all carried
out via the menu.City targets for bombing or for relocating the air base
may be similarly selected using the mouse.
PLEASE NOTE: The COMMAND and UTILITY submenus require you to select your
actions from the menu (you may use the mouse to do this). The mouse cannot
be used to select units on the map while using these submenus, and you
will not be able to move the mouse cursor onto the map while these submenus
are open.
You may change sides using the mouse by clicking on the flag icon above
the main menu. This should be done before giving any orders.
1.10 Screen Saver
===================
+=========================================================+
| There is a SCREEN SAVER accessed by pressing "Ctrl-B". |
| (The "B" may be either upper or lower case). |
| The screen will instantly blank with a C:> prompt but |
| will not respond to any keystrokes except "Ctrl-B". |
+---------------------------------------------------------+
| To resume the game press "Ctrl-B" again. |
+=========================================================+
1.11 Set Up
=============
There are several setup options available which can be accessed from the
"UTILITY" option of the Main Menu. You can swap sides, select
1- or 2-player options, control sound and graphic options, and adjust
difficulty. When you save game, the configuration file is automatically
updated to the current set of options you have chosen.
1.12 Sequence of Play
=======================
Play proceeds in the following sequence for each game turn (representing
2 months):
A. Decision Phase
Side 1 Decisions
(Allies if 2 players ; Human if 1 player)
1. Decisions
* Recruit
* Naval Actions (Resolved Immediately)
* Airforce Actions (Resolved Immediately)
* Move Orders
* Other Decisions (Paratroop, Join, Fortify,
etc.)
2. End Turn (Finished Making Decisions)
Side 2 Decisions
(Axis if 2 players ; Computer if 1 player)
1. Decisions
* Recruit
* Naval Actions (Resolved Immediately)
* Airforce Actions (Resolved Immediately)
* Move Orders
* Other Decisions (Paratroop, Join, Fortify,
etc.)
2. End Turn (Finished Making Decisions)
B. Move & Combat Update Phase
(Move Orders Carried Out)
C. Turn Update Phase
1. Income Updated Based on Cities Controlled
2. Unit Supply Updated
1.13 PBM (Play-by-Mail) Game
=============================
The game has capability to play against another person by mail (either
by sending a file on a disk to your opponent or by using e-mail to send
the file). This has been automatedt o make it as easy as possible.
To begin a PBM game, the Allied player should select the scenario desired.
Before making any decisions, the Allied player should select PBM in the
Utilities menu. Then the Allied player can enter decisions on movement,
recruiting, etc. as is normally done. When finished entering decisions,
a picture of a letter will appear as a reminder that the file 'PBM' has
been created. At that point the game will quit to allow the Allied player
to either copy the file to a disk or to upload via e-mail.
When the Axis opponent receives the 'PBM' file, he should select the
'Continue PBM Game' option from the opening menu. The Axis player will
FIRST be allowed to enter his decisions. When the Axis player is finished,
the Update phase will begin where the outcomes of all decisions areshown
on the map, andunits moved to new positions. Then a picture of a letter
will appear as a reminder that the file 'PBM' has been created. At that
point the game will quit to allow the Axis player to either copy the file
to a disk or to upload via e-mail.
When the Allied opponent receives the 'PBM' file, he should select the
'Continue PBM Game' option from the opening menu.
The Allied player will FIRST view the Update phase to see the outcomes
of all decisions. These will be the same outcomes previously seen by the
Axis player. Then the Allied player will be allowed to make his decisions,
at which point the 'PBM' file will be created to send to the Axis player.
Play will continue with players exchanging the updated 'PBM' file and
using the 'Continue PBM Game' option. When the game is over a special
PBM score screen will show the scores to the current player as well as
create an endgame 'PBM' file to send to the opponent so he can see the
scores as well.
When a PBM game is begun, you have the option to update the configuration
to set the drive where the PBM file will be found. The default is the
current drive where the WW2 program resides. This option is useful if
you are actually exchanging a game disk, and wish to play directly from
the drive containing that disk, without having to copy to your hard drive
each turn.
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2 D E C I S I O N P H A S E
===========================================================
2.1 Movement
===============
Movement is from city to city (point-to-point movement) by armies. Your
armies that are eligible to move will have a small black "shadow"
to the right of the unit. Those that have already used their movement
do not have the shadow.
Any number of friendly armies may stack in a city. Armies that move
to a city occupied by an enemy army must fight the enemy, and either drive
off the enemy (to capture the city) or be forced back themselves. When
you select a city, the top army of a stack is the one selected. If this
is not the one you wish, you may switch which unit is on top of the stack
using the Rotate command.
If the currently selected city on the menu is occupied by another army
(enemy or friendly), the name of the occupying army is shown in place
of the city name on the highlighted menu line. Underneath the menu box,
the strength of the occupying army is also displayed.
NOTE: If there is more than one army in an occupied city that another
army is attempting to move to, the name and strength of only one army
is shown. You will need to consult use INFORM option to determine all
the armies in that particular city.
Moving into an enemy city that is not occupied by an army results in
automatic capture of the city. Likewise, movement into a neutral city
automatically captures the neutral city. However, there will be a victory
point penalty (10 VP's) for capturing a neutral city if it was originally
neutral in 1939 and the NEUTRALS switch is ON. Any city captured will
change colors to indicate you have gained control.
Fighting to capture an occupied fortified city reduces the fortification
by one level. (Thus, a FORTIFIED+ city would be reduced to an unfortified
city.)
When an army captures an unoccupied fortified city, the fort is not
necessarily reduced. The victorious army is given the option to raze the
fortifications. Note that razing TOTALLY destroys the forts, even if they
were double fortified.
2.2 Armies
=============
Armies have several attributes of importance. These will change as the
game progresses, and it is important for you to understand how they influence
the outcomes.
STRENGTH - the number of men in the unit; a prime attribute in combat
UNIT TYPE - the equipment and training of the army unit. The attributes
shown below may be modified in the WW2BASE.INI file.
Type Relative Movement Attack Defense
Cost $ Bonus Bonus Bonus
+------------+----------+---------+---------+---------+
| Infantry | 100 | 0 | 0 | 1 |
+------------+----------+---------+---------+---------+
| Armor | 300 | 2 | 3 | 3 |
+------------+----------+---------+---------+---------+
| Artillery | 200 | -1 | 4 | 0 |
+------------+----------+---------+---------+---------+
| Elite | 200 | 1 | 2 | 2 |
+------------+----------+---------+---------+---------+
| Static | 60 | -9* | 0 | 0 |
+------------+----------+---------+---------+---------+
* Static units represent home guard/militia units that cannot move except
for retreating from a lost battle.
EXPERIENCE - the number of battles the unit has won (0-10). More experienced
units are more effective in combat. Each battle won increases the
experience level by 1. ELITE units will have an experience level of at
least 4.
SUPPLY - the current state of food and equipment (0-10). Units use 1
unit of supply each turn. Capturing cities and capturing enemy armies
increases supply. Moving and fighting accelerate use of supplies. Units
that are 'out of supply' (supply level=0) fight at 50% effectiveness,
and move very slowly. (Special case: defending ELITE units that are out
of supply fight at 80% effectiveness). Units that out of supply are now
marked with an "S" to make them easier to locate. Armies in
port cities are always in supply if the city is not blockaded.
===========================================================
3 M A I N M E N U
===========================================================
3.1 Main Menu
================
+=============+
| Main |
+=============+
| Recruit |
| Navy |
| Move |
| Air Force |
| Technol |
| END TURN |
| Inform |
| COMMANDS |
| UTILITY |
| Editor |
| Files |
+=============+
This menu shows the primary decisions you can make. At the bottom of
the menu are symbols that tell you what setup options are active, and
a reminder that F7 is a shortcut "speed" key to go to the next
turn. (WARNING: F7 will take you to the next turn without asking for confirmation;
be SURE you are through with your moves).
3.2 Recruits
===============
Allows you to recruit new armies or build up existing armies. Each recruitment
requires 100 money units. If you do not have enough money, you cannot
recruit. You will be given one or more randomly selected cities where
you may recruit. If the city is vacant, a NEW army is placed there; otherwise,
the army on top of the stack is increased.
In order to be eligible to be recruiting city, the following 2 conditions
must be met:
* you must CURRENTLY control the city
* the city ORIGINALLY was on your side at the beginning of the war (defined
as either 1939 for the 1939 scenario or 1940 for all other scenarios)
Note that these rules would prohibit the Axis from ever recruiting in
Paris, for example.
Recruits take on the nationality of the city (British, French, Polish,
American, or Russian for the Allies; German or Italian for the Axis).
Nationality does not affect fighting ability.
Selecting a city for a new army brings up a menu for you to choose the
army type. The number of men in the new unit will depend on the army type
and the value of the city in which the new army is being raised. For instance,
recruiting a new infantry unit in a city with a value of 3 will result
in an army strength of 34,000 men. However, if an armored unit were chosen
instead, it would have only 11,300 men, since armor costs three times
as much.
Recruiting in a city occupied by an existing army will ADD to the existing
army rather than create a new army.
Newly created armies MAY NOT move on the turn they are created, while
they train and organize. Existing armies that are increased in strength
CAN MOVE in the current turn.
Experience level of recruits will be low (varies slightly, with slightly
better levels for Axis armies). Elite units will automatically start with
an experience level of at least 4.
NOTE: Once you begin to recruit, you should NOT change sides or number
of players, since the cities to recruit in are already selected for that
part of the turn.
Sometimes you may wish to place a special type of unit that can only
be used for defense. Such a unit is called a Static unit; it is raised
in a different way from regular army units. (See the Static unit option
under the Commands menu).
3.3 Navy
===========
Allows you to build and move warships and bombard enemy cities. Each side
has one fleet, consisting of 0-10 ships. Ships can be added to the fleet
only in friendly port cities. Each ship costs $100 at the base production
technology level.
Ships can be moved to other port cities within a certain range. Generally
this means ships may move much more rapidly than armies, but their effect
is different.
If the two fleets meet in a port, they will engage in combat. During
each round of combat, the attacker has the option to press the attack
or retire. Each ship can take a certain number of enemy hits before it
sinks. That number is (2 + its navy attack level + its navy defense level).
The current number of hits remaining is shown below the ship icon. Combat
continues until one fleet either retreats or is eliminated. At the end
of the turn, there can be only one fleet in a given port.
Normally, when a ship is hit, it takes 1 point of damage. However, if
the enemy fleet is at the highest level of navy attack technology, it
scores 3 points of damage every time it hits. If the struck ship has the
highest level of navy defense technology, the amount of damage is reduced
by 1 50% of the time.
Ships do not transport armies, but can bombard enemy cities to damage
defending armies or fortifications, or to drive the city to neutrality.
If the city has an enemy army, the bombardment will damage the enemy.
The fleet will also blockade the enemy army in the port, reducing his
supplies. Fortified cities may have the forts damaged or reduced. However,
forts may sink attacking ships.
Unfortified cities not occupied by a defending army may become neutral
as a result of the bombardment.
3.4 Special Cases- Ship Moves
================================
North Sea-Baltic movement is controlled by the city Kiel, which cannot
be under enemy control for a fleet to pass. (If Kiel is neutral either
fleet may pass). If a fleet is trapped in the Baltic at Rostock, a special
option is provided to allow the ship to "blast its way" out
by attacking Kiel from the Baltic side. This is the only case where a
city can be attacked by a fleet in this manner.
Movement from the Atlantic (Bordeaux) to the Mediterranean (Marseilles)
is controlled by Gibraltar (or vice versa),which is always possessed by
the Allies. Axis ships have a 50% chance of being sunk when passing Gibraltar.
The Axis side may attempt to reduce the flow of supplies to the Allies
by placing a fleet at Bristol, Liverpool, or London. Allied income is
reduced by 50% each turn the Axis fleet remains at any of these cities.
3.5 Amphibious Assault
=========================
If the attacker has AMPHIBIOUS Technology, it is possible for the fleet
to launch an amphibious assault by marines. Amphibious assaults may be
conducted only at neutral port cities if there is more than one ship in
the invading fleet. The fleet size will be reduced by 1 and the new marine
unit will seize the neutral city. The invading army is small and vulnerable
to attack.
3.6 Invasions
===============
If the attacker has INVASION Technology, it is possible for armies to
move from a friendly city to a neutral or enemy-controlled city that are
connected across an ocean, provided the enemy fleet is not located in
either of the port cities involved. Note that the friendly fleet is not
required to be present (since the fleet represents warships and not transports),
only that enemy CANNOT be present.
Invasions against an enemy-held city result in invasion losses in even
before the battle itself begins. If such invasions occur in BLIZZARDS
or STORMS, the invasion losses are triple the normal amount.
3.7 Special Case - Retreats
=============================
If armies are beaten in combat in a coastal city, they can retreat to
an adjoining FRIENDLY coastal city across the ocean, even if they do not
meet the Invasion requirements above.
3.8 Move
===========
This option is provided for moving units using the menu. If using a mouse
to select armies to move, you should do so on the map itself and not use
this menu.
The 'Move' option allows you to select an army to move and where to
move it. A menu will cycle through all your armies that are able to move
this turn. Armies that already have move orders, or that have been combined
this turn, or that have built fortifications this turn, or newly created
armies are not eligible to move in the current turn.
Once you select the army to move, the choice of all possible connecting
destinations for that army are shown. Selecting a destination will result
in a white dotted line from the selected unit to the destination. Note
that the army does not move immediately. Rather, it will attempt to move
during the move and update phase.
If an army with move orders is attacked during the move and update phase,
there is a chance that it will not be able to carry out those orders.
If it is defeated, it must retreat, but even if it wins it may have its
orders cancelled.
During the month of January, you may not carry out any land campaigns
(i.e., attack enemy or neutral cities). You may move armies to friendly
cities, fortify, or conduct other land operations. Naval operations are
unaffected by the January restriction.
3.9 Air Force
===============
This option allows you to build, attack with, or relocate your airforce,
which consists of up to 10 planes. If an airforce is present, it appears
as a small plane icon next to the city that contains the air base. Planes
cost 70 credits each at the base production technology level.
Planes can bomb enemy cities, armies, and navies within range of the
air base. Normally, only one bombing raid can be conducted in a turn.
However, at the highest technology level, planes can conduct 2 bombing
raids in a single turn.
Bombing of an empty enemy city can destroy its fortifications, if present.
Bombing an unfortified empty enemy city can destroy its contribution to
income by making it neutral. Bombing of the enemy capital when it is empty
can destroy enemy PRODUCTION technology. More planes increase the chance
of damaging an enemy city.
Bombing an occupied enemy city will damage the enemy unit and destroy
supplies. There is also a good chance that the enemy will be pinned by
the action and unable to move, effectively cancelling any move orders
the enemy unit might have had.
The enemy fleet can be bombed if it is within range. Ships fight similarly
as they would against another fleet, and the combat continues until one
side is eliminated.
Bombing has its risks, and planes may be lost in the attempt. Fortified
cities, in particular, are more likely to shoot down attacking planes.
3.10 Dogfight
==============
Bombing the enemy city which is the location of his airbase results in
a dogfight, which is fought until one side is destroyed. Each plane can
take a number of hits equal to 1 + the airforce technology level before
it is shot down.
At the highest technology level, the airforce is presumed to have high
performance propeller aircraft or even jets. To reflect this, the odds
of being hit by enemy craft is reduced by 50%.
3.11 Technology
=================
Technology plays an important role in all wars, and that was particularly
true in World War II. Smaller forces with more advanced technology may
defeat superior enemy forces. There are 8 technologies available. Except
for the Amphibious technology, the levels vary from 0 (Standard), 1 (Improved),
2 (Advanced), to 3 (Ultramodern). Technology advances cost 200 credits,
except for production technology, which costs 500 units.
1) LAND ATTACK
2) LAND DEFENSE
3) LAND MOVE
4) NAVY ATTACK
5) NAVY DEFEND
6) SEABORNE: ability to conduct sea-land operations; if the sum of the
current naval technology levels is at least 2, AMPHIBIOUS technology may
be gained. If you already have amphibious technology and the sum of the
current naval technology levels is at least 4, INVASION technology may
be gained.
7) AIR ATTACK : also affects Paratroop capacity
8) PRODUCTION : reflects improving production technology and efficiency.
This has the effect of reducing the cost of purchase of most of the other
options in the game. Example: Fortifications normally cost 200 credits.
However, if PRODUCTION technology is at the Improved level, the cost is
only 190 credits. Better PRODUCTION technology also reduces the cost of
technologies.
When the technology menu is brought up, the current status of all your
technologies can be seen by moving the menu bar to the desired menu item.
If the menu item is shown in gold, you have enough money to attempt to
upgrade that technology. If it is shown in gray, you do not have enough
money to select that item to upgrade.
+=====================================================+
| NOTE: There is a chance that attempted |
| improvements in technology will fail. This is |
| controlled by the Technology Success Factor |
| (TSF) which is set in WW2BASE.INI. |
| The cost is assessed when the attempt is made, |
| whether or not it is successful |
+=====================================================+
3.12 Next Turn
================
When you have completed your decisions for the current turn, select this
option to continue with the game sequence. Note that once the game sequence
progresses, you cannot back up. Thus, when you select this option, you
will be asked to confirm before the turn actually progresses.
3.13 Inform (Reports)
=======================
Seven different reports are potentially available; there is no cost for
any of the reports.
1) Friendly Army report
Shows the status of all your armies, and other useful statistics on the
progress of the game. After the first turn, it will also show the total
strength of the enemy forces.
2) Enemy Army report
Shows information similar to Friendly army report, except that it shows
less complete information on the enemy forces. It includes the composition
of the enemy navy.
3) City report
Provides information on the cities, their worth, status, and so on.
4) Force summary
Shows on the map the strength of all armies (in 100's of men).
5) Intelligence report
Provides an on-map summary of attributes of all FRIENDLY armies (strength,
leadership, experience, and supply).
6) Battle Summary report
Shows number of battles won and casualties incurred for each side.
3.14 COMMANDS
===============
These allow special commands available for individual armies. See the
COMMANDS submenu description for details.
3.15 Utility
==============
See Utility Submenu for a description of the choices. These generally
relate to options for overall play of the game.
3.16 Editor
============
Provides access to the separate scenario editor program which allows you
to edit/create your own scenarios.
3.17 Files (Saved Games)
==========================
Allows you to load or save games and to quit then program. There are 5
saved game slots, named from WWII1.SAV through WWII5.SAV. The first 4
can be used to save any games in progress. WWII5.sav is reserved for loading
games saved using the AUTOSAVE feature. Games that have been saved are
identified as follows:
+-----------------------+
| Saved Games |
+-----------------------+
| 1 05-06-95 1942=>1943 |<- 1942 scenario played to 1943
| 2 Not used | and saved on May 6, 1995
: : :
| 5 Autosave |<- Autosave file
+-----------------------+
When the game is started, the base game is automatically initialized,
configured according to the current saved game settings.
===========================================================
4 F U N C T I O N K E Y S
===========================================================
4.1 F1 - Help
===============
Pressing F1 will display the on-line help file.
4.2 F3 - Redraw Screen
========================
Pressing F3 will redraw (refresh) the screen.
4.3 F7 - Next Turn
====================
Pressing F7 will advance to the next turn. CAUTION: this is offered as
a SPEED option and it bypasses the "are you sure ?" check. Once
you commit with the F7 key, you cannot back up!
===========================================================
5 C O M M A N D S
===========================================================
5.1 Commands Submenu
=======================
+============+
| Commands |
+============+
| Cancel |
| Fortify |
| Paratroop |
| Join |
| Detach |
| Supply |
| Rotate |
| Army Drill |
| Static |
+============+
5.2 Cancel
=============
Allows the move orders for unit selected (menu with eligible units will
be displayed) to be cancelled - in case you change your mind before you
go to the next turn.
5.3 Paratroop
================
Both sides have access to paratroops to rapidly move 1 ELITE army unit
per side from one friendly city to another friendly or neutral city. In
order to use the paratroop option, the army must not have moved this turn.
The number of troops involved in a paratroop drop is limited to the current
troop lift capacity, which depends on the size of the air force and the
AIR ATTACK Technology level.
In order to be eligible to paratroop, the candidate ELITE unit must
begin the move within the circle that shows the range of the airforce
from its current base (and reflecting its current AIR ATTACK Technology
level). Note that BOTH the ORIGIN and the DESTINATION must be inside this
circle. Also, the unit size must not exceed the paratroop capacity (which
depends on airforce size and technology level).
To be eligible to paratroop, an army may not have other move orders, nor
can it have used its turn in any other way (such as in fortifying a city).
When an army is selected to paratroop, a small parachute icon of appropriate
color will appear in the box in the middle right of the map. The destination
for paratroop moves is shown in the paratroop box. If you are playing
a 2-player game, your opponent will know you have an army in transit,
but will not know its destination. The arrival of armies moved by paratroop
for BOTH sides takes place at the BEGINNING of the move and combat phase.
Thus, paratroops will appear at their destinations BEFORE any other land
moves or attacks are made.
If both sides paratroop armies to the same neutral city, a battle results.
The loser must withdraw to an adjacent friendly city or be destroyed.
5.4 Fortify
==============
If ALL the following conditions are met, you may fortify a city:
1. City is occupied by a friendly army
2. City is not already at DOUBLE FORTIFIED ++ level
3. You have at least 200 money units
All cities meeting these conditions, will appear in a menu of candidates.
Selecting a city to fortify will cause the city icon to be updated on
the game display. The army occupying a city that is fortified loses its
turn (it is presumably busy building fortifications) and will be shown
as 'Resting' in the Army report.
An army may increase a given city's fortifications by 1 level per turn.
If there are 2 units in a city, each army may add 1 level of fortification
in a turn, thereby double fortifying the city.
5.5 Join (Combine)
=====================
Up to a certain level, friendly armies may be combined to create larger
and more powerful forces. To be considered for joining, armies must start
the turn stacked in the same city. Stacked armies are indicated by a yellow
circle on the flag icon. Only units of the same type may be combined (e.g.,
an Armor unit may not be combined with an Infantry unit). Selecting 'Join'
will result in an attempt to combine other units with the unit on top
of the stack. If there are no other units of the same type, nothing happens.
You can control which type units combine by using the 'Rotate' command
to put a unit of the desired type on top of the stack.
5.6 Detach
=============
Both sides have the option to detach smaller armies, provided the original
army is large enough (25,000 men or more) and there is an available slot
for the detached unit (each side may have up to 30 units). 30% of the
original force is split into the new unit, along with 30% of the supplies.
The original unit is 70% of its size. The detached unit is of the same
type as the original unit.
5.7 Supply
=============
On occasion, you may need to manually allocate additional provisions to
units that are out of supply. These units may be seen on the map marked
with an "S" to make them easier to locate. At the end of the
move and update phase, units will automatically receive 1 unit of supply,
assuming enough money is available.
To manually resupply, you must have enough money to provide the supplies,
which depends on the size and type of the unit being resupplied. The basic
cost for infantry is $2 per unit of supply per 1000 men being supplied,
but adjusted for the unit's cost factor. For example, armored units cost
$6 per
unit of supply for each 1,000 men being resupplied. If you do not have
enough money to allocate at least 1 unit of supply, none will be provided.
5.8 Rotate Stack
===================
When two or more armies occupy the same city, one of the armies is placed
on top of the stack, and is considered the "occupying" army.
(This will normally be the MOST RECENT unit to enter the city). If you
attempt to recruit or select a unit to move, this will be the army selected.
However, you may wish to select one of the underneath armies instead.
The Rotate option allows you to select which of the armies to place on
top of the stack.
This can be useful for defensive purposes as well, since the initial
enemy attack is directed at the unit on top of the stack.
5.9 Drill
============
Both sides may drill armies to increase their experience level. Drilling
requires one turn in which the army cannot move. Experience gained in
this manner and is limited to a maximum of 5.
5.10 Static Units
==================
Static units are special militia units that you may raise in ANY city
currently under your control that does not already have a Static unit
in it. These units cost less
than a regular unit, and can be used only for defense (they cannot move
or attack). They are much less powerful in combat than regular army units.
Static units can be trained to a maximum level of 1, but may accumulate
more experience through battle. If a Static unit achieves an experience
level of 5, it changes to a regular Infantry unit. Static units are able
to perform some other tasks, such as building fortifications.
===========================================================
6 U T I L I T Y
===========================================================
6.1 Utility Submenu
======================
+============+
| Utility |
+============+
| Side |
| 1 Player |
| Noise |
| Display |
| Balance |
| End Cond |
| Vary Start |
| Neutrals |
| Keyboard |
| Weather û |
| Hi Scores |
| PBM |
| Autosave û |
| Save Config|
+============+
6.2 Side
===========
Toggles between the Allied and Axis side for the 1 player game only. If
you have a mouse, you may toggle the side by clicking on the flag above
the main menu.
6.3 1-Player/2-Player
========================
Toggles between 1- and 2- player game.
6.4 Noise
============
Toggle between Sound & Music, Sound Only, and Quiet. If sounds are
ON and a sound card is specified, the letters "SC" will show
on the menu.
6.5 Display
==============
Sets display speed for messages displayed, from fast to very slow.
6.6 Balance
==============
Set Play Balance from Axis++ (large Axis advantage) all the way to Ally++
(large Allied advantage). Play balance affects the relative resources
allocated, along with the handicap received in combat.
6.7 End Game Conditions
==========================
Shows the conditions that will determine when the game is over. These
are specified in the input file WW19xx.INI, and can be changed by changing
that file. Up to 3 different preset conditions may trigger the end of
the game:
Time (Month & Year)
% Cities Controlled by Either Side
Capital Capture By Either Side *
In addition, the total elimination of either side's armies will trigger
an end game condition. Active conditions are marked with an "û".
These may be toggled either off or on (active) using this option by pressing
ENTER when the desired condition is highlighted, but the VALUES themselves
can only be changed in WW19xx.INI (see "Files" section below).
If ANY of the active conditions are achieved by EITHER SIDE, the game
will end. If there are NO active end game conditions, the game will continue
indefinitely until one side is annihilated.
* Note: If BOTH sides lose their capital in the same turn, the game
does NOT end even if this condition is active.
6.8 End Game Bonuses
======================
The side that triggers the end game condition (other than time expiring)
automatically receives a 10% victory point bonus. An additional 10% bonus
is gained for annihilating the enemy. Further, for each month the game
ends earlier than the expiration time (defined by the end game conditions),
there is a bonus of 10 victory points.
6.9 End Game Condition Override
=================================
There is an override option when end game conditions signal the game should
end This allows you to keep playing if you choose instead of abruptly
ending the game. Each time the override is used it increases the end game
condition that was triggered. For example, suppose the % cities controlled
condition is triggered. Suppose it is currently set at 90 (90% of 58 cities
= 52) and that the end game condition is overridden. The percentage is
of cities required to trigger the condition again is increased to 91%
(or 53 cities). If it is overridden later, it increases to 92% and so
on.
6.10 Vary Start
================
Selecting this option at the beginning of the game will give different
starting conditions.
6.11 Neutrals
==============
If NEUTRALS is ON, a penalty of 10 VICTORY POINTS is required to move
into any city that was neutral AT THE BEGINNING OF THE SCENARIO (specified
in EURO19xx.DAT). This does not apply to other cities that may have been
bombed into neutrality. A special case is Minsk, which not only will cost
10 VP's to take, but will have the additional effect of activating Russia,
and bringing Russian troops into the war. If NEUTRALS is OFF, neutral
cities are treated as any other cities. When NEUTRALS is ON, the menu
item is marked with a "û" symbol.
6.12 Keyboard / Mouse
======================
Allows gameplay with keyboard only or keyboard plus mouse.
6.13 Weather
=============
Allows Weather to be toggled on of off. When ON, the menu item includes
a "û" symbol.
6.14 Hi Scores
===============
Allows you to view, and optionally, to clear the high scores for the scenario
being played.
6.15 PBM
=========
The Allied player should select this option to BEGIN a play-by-mail game.
It automatically switches to a 2-player setup and triggers the creation
of the 'PBM' file when the Allied player has finished making decisions.
6.16 Autosave
==============
If this is toggled ON, the current game position for all non-PBM games
is automatically saved at the end of the update each month.
6.17 Save Config
=================
Allows you to save your selections so the game will come up with them
next time.
===========================================================
7 M O V E & C O M B A T P H A S E
===========================================================
7.1 Computer Decisions
==========================
If you are playing a 1-player game versus the computer, you will see the
computer decisions being made. The computer does not 'cheat' by taking
advantage of knowledge of the moves you have selected. If the side played
by the computer has an advantage in play balance, it will be a more difficult
opponent because it will get more resources, and will receive a combat
handicap.
You will be prompted to "press any key for month /year events".
If the mouse is activated, pressing a mouse button will also work. During
the update phase, the message "UPDATE" will appear in the lower
right of the map area. The computer will move the armies, provide information
on battles, state of supplies, and so on. From time to time the display
will pause to give you time to read the messages. You can press any key
to move on.
7.2 Army Movement
====================
When you see the message "press any key for (current month and year)
events", the move and update phase has begun. During this phase both
sides have their move orders carried out. When enemy armies meet in the
same city, combat occurs. After combat, only one side will continue to
occupy the city. The side that was driven off loses the battle.
+========================================================+
| Paratroop drops for BOTH sides take place at the |
| BEGINNING of the move and combat phase. Thus, armies |
| being paratrooped will appear in their destinations |
| BEFORE any other army movement takes place. |
+========================================================+
The order in which armies move depends on (1) unit type (e.g., armored
units tend to move fastest), (2) supply (out of supply units move last)
and (3) LAND MOVEMENT Technology level and (4) a random factor. Armies
carry out their orders one at a time. When armies move, their flag icon
will move from the starting location to the destination city.
7.3 Weather
=============
If the Weather option is ON, the current weather conditions are shown
on the screen. There are 4 different weather conditions:
+============+=============================================+
| Weather | |
| Condition | Effect |
+============+=============================================+
| Clear | No effect; unrestricted movement |
+------------+---------------------------------------------+
| Blizzard | * Infantry with experience < 8 can't move |
| | * Artillery with move tech < 2 can't move |
| | * Armor & elite move as normal |
| | * All units use 1 additional supply |
| | * Invasion losses 3 times normal |
+------------+---------------------------------------------+
| Flood | * Units move only if move tech is 2 or more |
| | or if infantry or elite with ldr/exp > 4 |
+------------+---------------------------------------------+
| Storm | * Navy and air force actions prohibited |
| | unless they are highest level for attack |
| | technology |
| | * Invasion losses 3 times normal |
+============+=============================================+
7.4 Combat
=============
If combat occurs, a set of statistics will appear on the right of the
screen giving important information on how the battle will be resolved.
The information for both attacker and defender begins with a base calculation,
which goes through a series of adjustments to arrive at a final value
for this battle.
Item Meaning
---------- -----------------------------------------------
Base Base combat strength, obtained by multiplying unit strength by
0.2 and adding a bonus for the unit type. The base for defenders is further
increased to account for their reduced exposure to fire.
Ldr/Exp Base combat strength, adjusted for leadership and experience.
Armies outmanned by more than 5:1 will usually not receive this adjustment.
However, ELITE armies with experience levels of 8 or more automatically
receive a bonus, even if hopelessly outnumbered.
Small Adjustment for very small forces (less than 1,500 men).
Outman Additional adjustment if the opposing army is much larger than
this army proportionately. This occurs for the attacker if outnumbered
by more than 5:1 or for the defender if outnumbered by more than 10:1.
Supply Additional adjustment if unit is out of supply (will be in contrasting
color). Out-of-supply units fight at half strength (except for ELITE\
units).
Difclt Additional adjustment based on difficulty level.
Technol Adjustment for technology level. Attackers are adjusted for
Land Attack technology; defenders receive a corresponding Land Defense
technology
adjustment.
Fort (FOR DEFENDERS ONLY) - Additional adjustment if location is fortified
and defender has not moved or fought previously in this turn. NOTE: Occasionally
an exceptional unit will get the fort bonus even if it has fought previously
in the turn.
The exact combat adjustment for outmanned armies has been is shown below:
+-------------------------+---------------+---------------+
| Attacker/Defender Ratio | Attack Adjust| Defend Adjust |
+=========================+===============+===============+
| 1:10 or worse | set to 1 (min)|set to 20 (max)|
+-------------------------+---------------+---------------+
| 1:10 to 1:5 | set to 1 (min)| + 2 |
+-------------------------+---------------+---------------+
| 1:5 to 1:2 | - 2 | + 2 |
+-------------------------+---------------+---------------+
| 1:2 to 2:1 | 0 | 0 |
+-------------------------+---------------+---------------+
| 2:1 to 3:1 | 0 | - 2 |
+-------------------------+---------------+---------------+
| 3:1 to 5:1 | + 2 | - 2 |
+-------------------------+---------------+---------------+
| 5:1 to 10:1 | + 2 | set to 1 (min)|
+-------------------------+---------------+---------------+
| 10:1 or better |set to 20 (max)| set to 1 (min)|
+-------------------------+----------------+--------------+
Note that this is in addition to any other combat adjustments, such as
leadership, fortification, supply, etc.
All combat adjustments are made sequentially, and the final result is
the one actually used in the combat calculations. The total combat power
for both the Attacker and the Defender is shown in a highlighted box.
The final values can never be less than 1 nor more than the specified
maximum (designated Total Combat Results or TCR, which is originally set
at 99 but may be adjusted by the user in the file WW2BASE.INI).
7.5 Resolving Combat
======================
The odds of winning the battle are computed using the total combat power
ratings for both sides by first calculating the attacker power ratio.
Attacker Power Rating
Attacker Power Ratio = -----------------------
Defender Power Rating
The actual odds of the attacker winning are then determined based on this
attacker power ratio:
For some typical APR values:
+-----------------+-----------+------------------+
| Attacker Power | Attacker | Odds of |
| Ratio (APR) | Advantage | Attacker Victory |
+-----------------+-----------+------------------+
| 0.33 | 1:3 | 1% |
+-----------------+-----------+------------------+
| 0.5 | 1:2 | 10% |
+-----------------+-----------+------------------+
| 1.0 | 1:1 | 20% |
+-----------------+-----------+------------------+
| 1.5 | 3:2 | 35% |
+-----------------+-----------+------------------+
| 2.0 | 2:1 | 50% |
+-----------------+-----------+------------------+
| 2.5 | 5:2 | 65% |
+-----------------+-----------+------------------+
| 3.0 | 3:1 | 80% |
+-----------------+-----------+------------------+
| 4.0 | 4:1 | 87% |
+-----------------+-----------+------------------+
| 5.0 | 5:1 | 94% |
+-----------------+-----------+------------------+
| 6.0 | 6:1 | 100% |
+-----------------+-----------+------------------+
See the bibliography for references on the concepts behind these numbers.
The battle is resolved using a random number against the computed odds
-- both sides use the same calculation routine and there is no hidden
"cheat" for the computer. The actual results of the battle will
be displayed after you press a key. The winner is announced at the bottom
of the screen.
Casualty information (numbers and percentages for each side) are shown
at the top of the screen. Notice that an army can win the battle but suffer
greater losses than the enemy.
The loser must retreat to an adjacent friendly city. The human player
is given the option as to which city to retreat to if a player-controlled
DEFENDING army must retreat (if there is more than one choice for retreat).
If there are no retreat options, the loser will surrender. Even if there
is a retreat option, a unit may be so outnumbered and reduced in size
so much that it can no longer function. Such shattered units will also
surrender.
If there is more than one defending army in a city, the attacker must
defeat each defender one at a time until all defenders are driven out
before occupying the city.
7.6 Income Update
====================
After all combat and moves are resolved, supplies are distributed, and
income and victory points are updated based on present game situations.
Note that the Allied side will always receive some income from other parts
of the world outside the region shown (notably the United States and Russia).
Supplies are distributed based on cash remaining, to the armies in numerical
order.
7.7 Maintenance
=================
Ships and planes require a maintenance fee at the end of each month. Ships
require $5 each and planes require $4 each. If there is not enough money
to properly maintain either ships or planes, there is a 30% chance that
a ship or plane will be lost due to poor maintenance. The funds for maintenance
are taken at the beginning of each turn (after income is received) to
ensure equipment is maintained.
===========================================================
8 D A T A F I L E S
===========================================================
The data files are simple "flat ASCII" files and may be customized
as you wish to change game conditions. (It is good practice to copy the
original as a backup before you create a new one.) The program probably
will not run if you make errors in these files.
Examples of the actual data lines are shown below in the boxed areas;
comment lines before each of the data lines describe the information in
that line.
8.1 Initialization File (WW2BASE.INI)
========================================
This file is used for all scenarios to set up general basic information.
Text for sides (Side 0, Side 1, Side 2)
+-----------------------------+
|"NEUTRAL","Allies","Axis" |
+-----------------------------+
Month names
+---------------------....--------------------------------+
|"January","February","March","April","May",June"
|
|"July","August","Sept....,"October","November","December"|
+---------------------....--------------------------------+
Text with Labels for Technologies. Normally this line should not be
changed
+----------------------....---------------------+
| "Lnd Atk ","Lnd Def "....,"Air Atk ","Product"|
+----------------------....---------------------+
Text with Labels for Units. Normally this line should not be changed
+---------------------------------------+
| "Infantry","Armor","Artillery","Elite"|
+---------------------------------------+
Text with Labels for Nationality. Normally this line should not be changed
+---------------------....--------------------+
| "American","German",....,"Russian","Italian"|
+---------------------....--------------------+
Total Combat Results (TCR) & Technology Success Factor (TSF) TCR
specifies the maximum value for combat power after
adjustment. It is normally set at 99. Lower values will increase the effect
of random factors. Higher values increase the effect of unit strength
and power and decrease the random effect. TSF specifies the probability
of successful technology advances. It is normally set at 30%.
+-------+
| 99,30 |
+-------+
Land unit type factors:
+------- Land Attack Bonus
| +--------- Land Defend Bonus
| | +----------- Land Movement Bonus
| | | +------------ Relative Cost Factor
+-|-|-|--|---+
| 0,1,0,100 |---- Infantry Units
| 1,1,2,200 |---- Armor Units
| 2,0,-1,200 |---- Artillery Units
| 2,2,2,300 |---- Elite Units
+------------+
Last line- graphics information : do not change.
+---------------------------------+
| 11,1,7,8,14,28,37,45,46,49,53,57|
+---------------------------------+
8.2 Scenario Initialization File (WW19xx.INI)
================================================
This file is used in conjunction with a specific starting scenario year,
such as WW19xx.INI. It is used to set up specific starting and ending
conditions.
Beginning Dates and End Game Conditions
Begin: starting month (9=September in example below)
beginning year (1939 in example below)
End: month to end game (1=January)
year to end game (1950)
number of cities controlled to end game (31)
+----------------------+
|9,1939,1,1950,31 |
+----------------------+
Technology Levels (2 lines)
The first line shows the initial levels for each of the eight technologies
for the Allies. The second line shows the corresponding levels for the
Axis.
+------------------+
| 0,0,0,1,1,0,0,0 |
| 1,1,1,0,0,0,2,0 |
+------------------+
Number of Allied armies at beginning of play
+---+
|5 |
+---+
Data lines for each Allied army at beginning of play
city # (25 = Krakow)
unit type (1 = Infantry; 2 = Armor 3 = Artillery)
strength in 100's (400 = 40,000 men)
experience (0)
supply (2)
+---------------+
| 25,1,400,0,2 |
| 56,1,400,0,2 |
| 29,2,500,0,5 |
| 7,1,1000,0,5 |
| 10,1,500,0,5 |
+---------------+
Number of Axis armies at beginning of play
+---+
|5 |
+---+
Data lines for each Axis army at beginning of play
city # (3 = Berlin)
unit type (1 = Infantry; 2 = Armor 3 = Artillery)
strength in 100's (1000 = 100,000 men)
experience (1)
supply (9)
+---------------+
| 3,2,1000,1,9 |
| 3,3,1000,1,9 |
| 26,1,3000,1,9 |
| 26,4,300,5,9 |
| 41,2,1000,0,9 |
+---------------+
Starting Cash Position
Starting Allies cash (10)
Starting Axis cash (50)
+-----------+
| 10,50 |
+-----------+
Starting Navy Data
Number of Allied Ships (4)
Initial Allied Fleet Location (29 = London)
Number of Axis Ships (1)
Initial Axis Fleet Location (45 = Rostock)
+-------+
| 4,29 |
| 1,45 |
+-------+
Starting Air Force Data
Number of Allied Planes (2)
Initial Allied Air Force Location (29 = London)
Number of Axis Ships (5)
Initial Axis Fleet Location (3 = Berlin)
+-------+
| 2,29 |
| 5,3 |
+-------+
Capital Cities
Allies Capital (29 = London)
Axis Capital (3 = Berlin)
+-------+
| 29,3 |
+-------+
8.3 Configuration File (WW2.CFG)
===================================
This file is automatically updated when you save a game in progress.
Format:
1. Side chosen (1=Allies 2=Axis)
2. Sounds (0=none 1=sounds only 2= sounds and music)
3. Play Balance (1=Axis++ 3=Balanced 5=Allies++)
4. Number of players (1-2)
5. Display speed (1=very fast 2=Normal 4=very slow)
6. Cumulative number of battles won by Allied side
7. Cumulative number of battles won by Axis side
8. Cumulative Allied casualties
9. Cumulative Axis casualties
10.Neutral city switch (0=off; 1=penalty to take
neutral cities)
11.Mouse toggle (0=off; 1=on)
12.Weather toggle (0=off; 1=on)
13.Drive for PBM files
14.Autosave (0=off; 1=on)
+--------------------------------------+
| 1,2,3,1,2,36,56,7805,6961,1,1,0,"B:" |
+--------------------------------------+
8.4 City Matrix Files (EURO19xx.DAT)
=======================================
These files give the setup for the cities and connections for the beginning
scenario year. Unless you are very experienced, don't change these files.
Even if you are experienced, you should make a back up copy of the file
you are changing. Please note: Cities MUST be in alphabetical order based
on the city abbreviations used; the program depends on this order for
army movement, fortification identification, and other options. STRANGE
things may happen if your cities are not alphabetized. There must be exactly
58 cities.
Format:
City #,
city name (text),
city nationality (for recruiting)
x VGA coordinate (1-530),
y VGA coordinate (16-440),
city income value (1-50)
which side initially possesses
(0=neutral, 1=Allies, 2= Axis)
next 6 numbers indicate which cities this connects
with
port indicator (0=not a port; 90 and above= is a
port. The exact port code embeds
some graphics information as well).
fortification level (0-2))
+---------------------------------------------------+
| 1,"Amsterdam",8,174,63,4,1,8,11,16,17,29,0,97,0 |
+---------------------------------------------------+
Explanation of example line above: Amsterdam is city 1; '8' means it is
of Dutch nationality. The (x,y) coordinates are (174,63). The income value
is 4 credits. It is possessed by side 1 (Allies) and links to cities 8,11,16,17
and 29 is a port with a code of 97 (indicates the sea is to the north)
and is not fortified initially (last 0 indicates this).
8.5 Special Events
====================
This file allows special game events to be activated at certain times.
The special events MUST be in chronological order. The file format is
as follows:
Time : YearMonth (e.g., 4111 is November 1941)
Message: Up to 34 characters of text to be displayed
Side : 1=Allied 2=Axis ; selected side involved
Code : Special event code
1 = victory points for selected side increased
2 = cash for selected side increased
3 = navy for selected side increased
4 = airforce for selected side increased
1n= technology n for selected side increased,
where n=1 through 8 (e.g., 11 would
increase land attack technology; 18 would
increase production technology)
20= flag set to make Russia enter war later
21= U.S. enters war
22= Russia enters war
1nn= city nn control changes to selected side,
where nn=01 through 56 (e.g., 101 would be
Amsterdam). Cities are numbered as in city
matrix files.
Amount : amount of increase (for codes 1-18). For codes
above 18, use 0 for the amount.
Examples:
---------
In May of 1940 (4005), Winston Churchill becomes British Prime Minister,
increasing Allied (side 1) victory points (code 1) by 10 (amount):
4005,"Churchill is new British P.M.",1,1,10
...........................................................
In March of 1941 (4103), the US enacted the Lend-Lease act increasing
Allied (side 1) cash (code 2) by 100 (amount):
4103,"U.S. Lend-Lease Enacted",1,2,100
...........................................................
In June of 1941 (4106), the Germans began Operation Barbarossa. Minsk
(Code 135) changes from neutral to Allied (side 1). The amount does not
apply and is specified as 0.
4106,"Operation Barbarossa Begun",1,135,0
===========================================================
9 D E S I G N E R N O T E S
===========================================================
9.1 Game Concept
===================
The game takes a strategic military point of view and is does not strictly
try to adhere to historical detail. For example, specific units and weapon
types are not within the scope of the game. Likewise, the point-to-point
movement scheme results in some inaccuracies in that some cities do not
connect on the map that surely do connect in real life. This is done to
model some of the difficulties of movement in different areas, such as
the polder. The objective is to
provide a situation that captures key elements at a strategic level. As
such, this would be more properly classified as a strategy game rather
than a war game.
The game is intended first and foremost to be fun, and is basically
a 2 player game. The computer AI ability is limited, and results may be
quite a historical. The 2-player option offers more possibilities, but
even here, historical accuracy is not claimed.
9.2 Sources
==============
There are many good books on this time period, as well as on the combat
concepts. Some that I have relied on:
Byrd, Martha, A WORLD IN FLAMES: A Concise History of World
War II, Smithmark, NY, 1969
Dunnigan, James F., HOW TO MAKE WAR, Quill, NY, 1982
Dupuy, T.N., UNDERSTANDING WAR: History and Theory of
Combat, Leo Cooper, London, 1992
Enjoy !
Will Hutsell
4/95
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