================ RABBLE for TI-92 ================ GAME LAYOUT Turn-based graphical Medieval warfare strategy game with AI players AI opponents are available if player slots are open. Players can join during game. New game setup No attacks allowed on first turns!!! OBJECT Players take turns to conquer new lands. First to takeover all lands wins. HOW TO PLAY Build your lands up to increase citizens to train into army units. Collect food, gold from taxes, new units and special advantages from lands. Hire, train, station, disband your armies in lands, and upgrade your units. Hire commanders to lead your troops into battle whether on the field or stationed in a land. They add bonuses to your lands/units. Use land and unit bonuses to your advantage. TURN PROCESS CHECKLIST ========================= Scores - Current Ranking Record - Previous Events Reports - Owned Lands - Conditions Enemy Lands - Neighbors Army - Compare/Build/Disband/Upgrade Strategy - OFF/DEF Switches - Attack/Defend/Build/Train Units Battles - End Turn Each player can pick their own tribe: 1. Vikings - only get "Vikings" 2. Celts - only get "Clan Rebels" 3. Huns - +10 off "Raiders" vs. siege 4. Byzantines - 1-3 more kills per attack 5. Franks - +2 range "Throwing Axmen" 6. Moors - +1 range, speed "Gladiators" 7. Turks - only get "Marksmen" 8. Koreans - +2 range, +Armor "Rocket Carts" 9. Chinese - range units fire faster 10.Persians - +10 armor "War Elephants" 11.Japanese - only get "Samurai" 12.Mongols - +10 HP "Barbarians" every level 13.Romans - only get "Phalanx" 14.Goths - +3 range resistance all units 15.Teutons - Crusaders can convert 16.Britons - +1 range all range units 17.Saracens - +10 off/def Assassins 18.Spaniards - get "Cannons" 19.Egyptians - +5 off/def "Camels" 20.Arabians - only get "Arabian Knights" 21.Indians - +10 off "Zealots" 22.Vandals - +2 range,stealth "Skirmishers" Each tribe can build only certain unit types but they also get one of those units unique to them. UNIT MARKET 16 Basic/21 Mercenary Units Availability/Costs based on current highest army ranks UNIT RANKS 1-4 Green 5-14 Regular 15-24 Veteran 25+ Elite UNIT BONUSES If unit bonus vs. unit group UnitA offense x 2 vs. Unit GroupB If unit bonus vs. unit type UnitA offense x [2 + int(rank/3)] vs. UnitB Units gain more experience when beating larger armies (no matter quality) +1 conversion resistance too. Armies prepare to make before battles: Armor Upgrades Shield Upgrades Weapon Upgrades Speed Boosts LANDS Tax, rebuild, garrison armies, boost population and trade, train new units and build castles COMMANDERS Hired for gold and given either a land or army to command (Land taxes pay commanders until their demands met) CONVERSIONS Converting takes time; enemy allowed one counter. BATTLES Field Positions (x,y) Ranges (close, short ,medium, long, out) OVERKILLS Martyrs/Heroes (decorated martyrs) Army outnumbered 1-8 or (1-5 and outranked) Converts enemies EMPIRES (North, South, East, West) 4-5 lands per player/Ai/ bonuses, limits Special units, bonuses, and limits CASTLES Take up to 10 turns to build Doubles stationed units' defenses +2 stationed units offenses