I had a few moments to spare today while at uni, had nothing better to do (no access to the game there) so I started browsing old threads and came across a thread of almost a year ago in which we discussed writing a new manual. The discussion soon lead to an argument over what file format to use for the final result and died. That's a pity because writing a new manual is a darn good idea: the current manual and strategy guide are very crap to begin with, and also rapidly getting obsolete.
So I gave some thought about what such a new manual would look like and, having nothing better to do anyway, came up with a rough draft of the overall structure. I'm posting it below, please feel free comment on it: is it good, is it bad, what to add (I'm sure I forgot a few things), what to move, what to leave out. Maybe a few people can actually start writing this thing? We can worry about details like file formats later, it's usually not too hard to convert one format into another.
I'm not sure how much time I would be able to invest in this myself, but I think this is a excellent project to work on for those people who are currently not doing much for the project but who want to help more. At the time of the previous thread people like CoT, centrifuge, IW, Gilgamensch, Aias, Tamerlin, The Big Mc and Solver seemed interested, those would be good people to work on this now if they have time and feel like it. Other can also help out if they want of course.
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Call to Power II: Apolyton Edition -- User Manual
Legal Notes
Legal information on the game, source code and manual.
Credits
Who helped make CtP2, AE and the manual?
Table of Contents
As the title says.
H1 Introduction
General info on what kind of game CtP2 is: turn based, strategy, manage resources, fight wars, blah blah.
1.1 Goals
Explore, grow, build, research, fight, trade, negotiate, win.
1.2 Apolyton Edition
Explain what the AE is and its history.
1.3 Differences with CtP1???
Explain main differences between games maybe???
1.4 Differences with Civ3???
Explain main differences between games maybe???
H2 Getting Started
A quick run-through of all facets of the game, to help complete newbie get started. All ot this may or may not be intertwined with an in-game (SLICed) tutorial and the Great Library. Topics to cover:
2.1 Pre-game setup
Various start-up options explained.
2.2 Turns
What is a turn, what happens between turns, when a new turn starts?
2.3 Fog of War
What’s all that black stuff, why are some parts of the visible map ‘greyed out’?
2.4 Settling
What to do with that donkey guy, what to pay attention to when finding sites to settle?
2.5 How To Get Stuff Done: the User Interface
Basic UI screens and functions explained: Control panel, Minimap, Right-Click menu, Menus.
2.6 Units
How to build units, how to move them around, how to attack? Basic info on different types of units.
2.7 Cities
What’s their purpose, how to build things, what are specialists and mayors?
2.8 Terrain & PW
What impact do they have on resource collection, movement, defense?
2.9 Empire
What are empire settings and governments?
2.10 Science
What the purpose of research?
2.12 Goods & Trade
What are good and how to trade them?
2.13 Opponents, War & Diplomacy
What are those other guys doing there, how to I fight them, how do I stop fighting them?
2.14 Winning the Game
What to do to win, what victory types are there?
H3 Unit Concepts
All there is to tell about units and combat.
3.1 Purpose
Run through roles of units: recon, attack, defense, bombard, transport, naval warfare, unconventional warfare, etc.
3.2 Properties
Discuss conventional unit properties: attack, defense, ranged attack, armor, movement, build cost, support cost (explain special forces, readiness state), transport capacity, fuel, stealth, etc. Refer to appendices to detailed stats.
3.3 Movement & Combat
Explain movement restrictions (land, water, mountians, deep water, air), armies, combat model and veteran units.
3.4 Unconventional Warfare
Explain every unconventional action in the game, organised by types: slavery, diplomacy, espionage, happiness, wealth, disease.
3.5 Managing Units
User Interface controls and screens related to units, including common orders (move, attack, expel, disband, etc).
H4 City Concepts
All there is to tell about cities.
4.1 Purpose
Purposes of cities: resource collection, construction of units/buildings/wonders, borders, defense, etc. Explain city styles.
4.2 Settling
Explain in detail how, where, when to settle. Also cover Urban Planners, undersea cities, disbanding cities.
4.3 Capturing
Explain how to capture cities: combat in cities, attacking cities from sea, which units can capture (empty) cities, capturing undersea cities, free advance on capture, etc.
4.4 Growth & Population
Explain how the population model, city growth and starvation work, explain (dis)advantages of large cities.
4.5 Resource collection
Explain resource collection model, specialists.
4.6 Contruction
Explain how to build stuff, what the types of buildable items are (units, improvements, wonders), how build queues work.
4.7 City Improvements
Explain role of buildings and what types there are (growth, production, science, corruption, defence, etc). Refer to appendices to detailed stats.
4.8 Wonders
Explain role of wonders in the game, discuss wonder races. Refer to appendices to detailed stats.
4.9 Happiness & Crime
Explain happiness and how to manage it. Explain revolts and revolutions.
4.10 Managing Cities
User Interface controls and screens related to cities, including majors and advanced build queue features (saving, loading, multiple city management, etc).
H5 World Concepts
Explain the map and the world around cities and units.
5.1 Terrain
Explain terrain types and their properties: food, production, commerce (difference between gold & science), defence, movement cost. Refer to appendices to detailed stats.
5.2 Main Map
Explain how to interpret map information: fog of war, selected unit/city (squares around settlers), city name/size/symbols, unit size/symbols, borders, right-clicking to get info, what do units/cities/trade routes look like?
5.3 Minimap
How to use the minimap, what are the various modes?
5.4 Tile Improvements
Explain what types of tile improvements exist and how and where to build them. Explain pillaging. Refer to appendices to detailed stats.
5.5 Trade Goods
Explain trade goods and their advantages (resource bonuses, trade). Refer to appendices to detailed stats.
H6 Empire Concepts
Everything under a players control except units and cities.
6.1 Definition
Explain what an empire is and what its subcomponents are (units, cities, government & empire settings, science, etc).
6.2 Borders
Explain borders and their role in the game, how to expand them.
6.2 Empire Settings & Concepts
Explain the empire settings and their impact on the game. Explain empire-wide concepts like PW, gold, happiness, pollution.
6.3 Governments
Explain the role of governments and their impact, how to choose a government to choose. Government units. Refer to appendices to detailed stats.
6.4 Science
Explain role of science, how to choose and change research, how to set goals, other means to acquire advances (espionage, conquest, diplomacy, etc). Explain Great Library and how to navigate it. Explain advances: branches and ages. Refer to appendices to detailed stats.
6.5 Pollution
Explain pollution, how to check and reduce it. Explain global disasters.
6.6 Feats
Explain what Feats of Wonders are, list them all.
6.7 Trade
Explain trade: what it is, advantages, how to do it, what determines the prices, international trade. Also explain caravans, embargo and piracy.
6.8 Managing the Empire
User Interface controls and screens related to empire management.
H7 Opponents
Everything related to the other players in the game.
7.1 Civilizations
Explain what types of civs there are and their personalities. Refer to appendices to detailed stats.
7.2 Diplomacy
Explain how to conduct diplomacy, role of embassies, what proposals there are, how to use tone of proposals, threats. Explain regard and trust and what affects them (pillaging, piracy, unconventional warfare, atrocities, nuking?).
7.3 Espionage
Explain espionage, how to gather intelligence, how to spy.
7.4 Mutually Assured Destruction
Explain MAD.
H8 Victory
Explain the various modes to win the game and how to achieve them (especially Gaia Controller)
H9 Multiplayer
Explain how to find, participate in and set up MP games, how to run them smoothly, explain resynchs etc.
H10 How to Play: Strategy Advice
A basic strategy guide for newbies.
10.1 Resource Collection
For each resource (food, production, commerce, gold, science), explain all factors that affect it, how to maximize/optimize it.
10.2 Research
How to optimize research, what are the most important advances?
10.3 Combat
How to form and manage stacks, when to attack, city defense, etc.
10.4 Naval Strategy
Give hints on naval strategy, how important is it, what ships to build, naval invasions.
10.5 City Management
When and where to build cities, what to build in them, what wonders to build, etc.
10.6 Empire Management
Advice on empire settings, governments, trade, diplomacy, pollution, etc.
10.7 Game Start
Some hints on that all-important phase of the game: the start
10.7 Multiplayer
Some multi-player specific hints
H11 Game Settings
Explain all settings of the game: graphics, gameplay, advanced settings, etc.
H11.1 Keyboard Mapping
List existing keyboard mapping, explain how to modify it.
H12 User Interface
Systematically run through all UI screens in the game (again), for reference purposes.
12.1 Pre-Game Options
Run through all pregame options and settings
12.2 Map Controls
Radar map, control panel, right-click menus, army manager.
12.3 Menus
Each of the menus above the map map.
H13 Troubleshooting
Explain and solve common problems, basically an expanded FAQ.
Appendices
Detailed information and statistics on a wide variety of topics.
Units
City Improvements
Wonders
Advances
Terrain Types
Tile Improvements
Trade Goods
Governments
Civilizations
Index
Index of all important concepts discussed in the manual
So I gave some thought about what such a new manual would look like and, having nothing better to do anyway, came up with a rough draft of the overall structure. I'm posting it below, please feel free comment on it: is it good, is it bad, what to add (I'm sure I forgot a few things), what to move, what to leave out. Maybe a few people can actually start writing this thing? We can worry about details like file formats later, it's usually not too hard to convert one format into another.
I'm not sure how much time I would be able to invest in this myself, but I think this is a excellent project to work on for those people who are currently not doing much for the project but who want to help more. At the time of the previous thread people like CoT, centrifuge, IW, Gilgamensch, Aias, Tamerlin, The Big Mc and Solver seemed interested, those would be good people to work on this now if they have time and feel like it. Other can also help out if they want of course.
---------
Call to Power II: Apolyton Edition -- User Manual
Legal Notes
Legal information on the game, source code and manual.
Credits
Who helped make CtP2, AE and the manual?
Table of Contents
As the title says.
H1 Introduction
General info on what kind of game CtP2 is: turn based, strategy, manage resources, fight wars, blah blah.
1.1 Goals
Explore, grow, build, research, fight, trade, negotiate, win.
1.2 Apolyton Edition
Explain what the AE is and its history.
1.3 Differences with CtP1???
Explain main differences between games maybe???
1.4 Differences with Civ3???
Explain main differences between games maybe???
H2 Getting Started
A quick run-through of all facets of the game, to help complete newbie get started. All ot this may or may not be intertwined with an in-game (SLICed) tutorial and the Great Library. Topics to cover:
2.1 Pre-game setup
Various start-up options explained.
2.2 Turns
What is a turn, what happens between turns, when a new turn starts?
2.3 Fog of War
What’s all that black stuff, why are some parts of the visible map ‘greyed out’?
2.4 Settling
What to do with that donkey guy, what to pay attention to when finding sites to settle?
2.5 How To Get Stuff Done: the User Interface
Basic UI screens and functions explained: Control panel, Minimap, Right-Click menu, Menus.
2.6 Units
How to build units, how to move them around, how to attack? Basic info on different types of units.
2.7 Cities
What’s their purpose, how to build things, what are specialists and mayors?
2.8 Terrain & PW
What impact do they have on resource collection, movement, defense?
2.9 Empire
What are empire settings and governments?
2.10 Science
What the purpose of research?
2.12 Goods & Trade
What are good and how to trade them?
2.13 Opponents, War & Diplomacy
What are those other guys doing there, how to I fight them, how do I stop fighting them?
2.14 Winning the Game
What to do to win, what victory types are there?
H3 Unit Concepts
All there is to tell about units and combat.
3.1 Purpose
Run through roles of units: recon, attack, defense, bombard, transport, naval warfare, unconventional warfare, etc.
3.2 Properties
Discuss conventional unit properties: attack, defense, ranged attack, armor, movement, build cost, support cost (explain special forces, readiness state), transport capacity, fuel, stealth, etc. Refer to appendices to detailed stats.
3.3 Movement & Combat
Explain movement restrictions (land, water, mountians, deep water, air), armies, combat model and veteran units.
3.4 Unconventional Warfare
Explain every unconventional action in the game, organised by types: slavery, diplomacy, espionage, happiness, wealth, disease.
3.5 Managing Units
User Interface controls and screens related to units, including common orders (move, attack, expel, disband, etc).
H4 City Concepts
All there is to tell about cities.
4.1 Purpose
Purposes of cities: resource collection, construction of units/buildings/wonders, borders, defense, etc. Explain city styles.
4.2 Settling
Explain in detail how, where, when to settle. Also cover Urban Planners, undersea cities, disbanding cities.
4.3 Capturing
Explain how to capture cities: combat in cities, attacking cities from sea, which units can capture (empty) cities, capturing undersea cities, free advance on capture, etc.
4.4 Growth & Population
Explain how the population model, city growth and starvation work, explain (dis)advantages of large cities.
4.5 Resource collection
Explain resource collection model, specialists.
4.6 Contruction
Explain how to build stuff, what the types of buildable items are (units, improvements, wonders), how build queues work.
4.7 City Improvements
Explain role of buildings and what types there are (growth, production, science, corruption, defence, etc). Refer to appendices to detailed stats.
4.8 Wonders
Explain role of wonders in the game, discuss wonder races. Refer to appendices to detailed stats.
4.9 Happiness & Crime
Explain happiness and how to manage it. Explain revolts and revolutions.
4.10 Managing Cities
User Interface controls and screens related to cities, including majors and advanced build queue features (saving, loading, multiple city management, etc).
H5 World Concepts
Explain the map and the world around cities and units.
5.1 Terrain
Explain terrain types and their properties: food, production, commerce (difference between gold & science), defence, movement cost. Refer to appendices to detailed stats.
5.2 Main Map
Explain how to interpret map information: fog of war, selected unit/city (squares around settlers), city name/size/symbols, unit size/symbols, borders, right-clicking to get info, what do units/cities/trade routes look like?
5.3 Minimap
How to use the minimap, what are the various modes?
5.4 Tile Improvements
Explain what types of tile improvements exist and how and where to build them. Explain pillaging. Refer to appendices to detailed stats.
5.5 Trade Goods
Explain trade goods and their advantages (resource bonuses, trade). Refer to appendices to detailed stats.
H6 Empire Concepts
Everything under a players control except units and cities.
6.1 Definition
Explain what an empire is and what its subcomponents are (units, cities, government & empire settings, science, etc).
6.2 Borders
Explain borders and their role in the game, how to expand them.
6.2 Empire Settings & Concepts
Explain the empire settings and their impact on the game. Explain empire-wide concepts like PW, gold, happiness, pollution.
6.3 Governments
Explain the role of governments and their impact, how to choose a government to choose. Government units. Refer to appendices to detailed stats.
6.4 Science
Explain role of science, how to choose and change research, how to set goals, other means to acquire advances (espionage, conquest, diplomacy, etc). Explain Great Library and how to navigate it. Explain advances: branches and ages. Refer to appendices to detailed stats.
6.5 Pollution
Explain pollution, how to check and reduce it. Explain global disasters.
6.6 Feats
Explain what Feats of Wonders are, list them all.
6.7 Trade
Explain trade: what it is, advantages, how to do it, what determines the prices, international trade. Also explain caravans, embargo and piracy.
6.8 Managing the Empire
User Interface controls and screens related to empire management.
H7 Opponents
Everything related to the other players in the game.
7.1 Civilizations
Explain what types of civs there are and their personalities. Refer to appendices to detailed stats.
7.2 Diplomacy
Explain how to conduct diplomacy, role of embassies, what proposals there are, how to use tone of proposals, threats. Explain regard and trust and what affects them (pillaging, piracy, unconventional warfare, atrocities, nuking?).
7.3 Espionage
Explain espionage, how to gather intelligence, how to spy.
7.4 Mutually Assured Destruction
Explain MAD.
H8 Victory
Explain the various modes to win the game and how to achieve them (especially Gaia Controller)
H9 Multiplayer
Explain how to find, participate in and set up MP games, how to run them smoothly, explain resynchs etc.
H10 How to Play: Strategy Advice
A basic strategy guide for newbies.
10.1 Resource Collection
For each resource (food, production, commerce, gold, science), explain all factors that affect it, how to maximize/optimize it.
10.2 Research
How to optimize research, what are the most important advances?
10.3 Combat
How to form and manage stacks, when to attack, city defense, etc.
10.4 Naval Strategy
Give hints on naval strategy, how important is it, what ships to build, naval invasions.
10.5 City Management
When and where to build cities, what to build in them, what wonders to build, etc.
10.6 Empire Management
Advice on empire settings, governments, trade, diplomacy, pollution, etc.
10.7 Game Start
Some hints on that all-important phase of the game: the start
10.7 Multiplayer
Some multi-player specific hints
H11 Game Settings
Explain all settings of the game: graphics, gameplay, advanced settings, etc.
H11.1 Keyboard Mapping
List existing keyboard mapping, explain how to modify it.
H12 User Interface
Systematically run through all UI screens in the game (again), for reference purposes.
12.1 Pre-Game Options
Run through all pregame options and settings
12.2 Map Controls
Radar map, control panel, right-click menus, army manager.
12.3 Menus
Each of the menus above the map map.
H13 Troubleshooting
Explain and solve common problems, basically an expanded FAQ.
Appendices
Detailed information and statistics on a wide variety of topics.
Units
City Improvements
Wonders
Advances
Terrain Types
Tile Improvements
Trade Goods
Governments
Civilizations
Index
Index of all important concepts discussed in the manual
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