200 lines
5.9 KiB
Plaintext
200 lines
5.9 KiB
Plaintext
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[> President Elect Softdocs by The Archer <]
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Thanx to [> The Penguin - Jay of A.P.P.L.E. - The Duplicator - Doctor
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Amoeba
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[> These docs are written for any use you [the consumer] see fit <]
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Now on to the docs
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[> Introduction <]
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President Elect is a comprehensive simulation of presidential
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compaigning from labor day to the election night. Game functions are
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rooted as closely as possible to real life; to campaign players must
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plan and execute strategies to their own choosing success is a
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campaign is a function of these strategies thje inherent strengths and
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weaknesses of the candidates, chance events, anc pre-campaign
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situtation.
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[> The Set-Up <]
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The first question asked is:
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1] Start a New Game
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2] Continue Old Game
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3] Demo of Graphics
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4] Computer Demo of Game
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If you have selected a new game, you must construct your own scenario.
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The importance of this segment cannot be overstressed, as the
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variables you enter have a direct and powerful influence on the course
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of the game. To construct a scenario, answer each question as
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requested on the screen and refer to the game manual when necessary.
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Following are a few notes on setting up a scenario
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1] Election years are different in two ways. First, the numbevr of
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popular and electoral votes conform to history, adjusted in the case
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of popular votes by likely voter turnout. Ex. Florida had 10 electoral
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votes in 1960 now it has 23 in 1984, due to population shifts. Second,
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each state is biased to a different degree for one party or another.
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Ex. Massachusetts is more liberal than Utah. The bias changes from
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election to elcetion.
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2] Historical scenarios are just that - the historical candidates anc
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con- ditions are entered automatically. A historical scenario gives
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you the ability to change conditions anc candidates, even to the point
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of constructing a fictitious candidate. This allows YOU to run for
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president.
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3] Candidates can be selected irrespective to their party to actual
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time frame, however unrealistic Goeogre McGovern running as a
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Republican in 1894 may seem.
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4] How the Sate of the Union affects the campaign depends upon who is
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the incumbent, how the state of the union was when the incumbent party
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took office, and how good or bad current conditions are.
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The computer can manage all, some , or none of thje candidates. It
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will make the game decsions a humna must w/o cheating. If you want all
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the candidates to be run by the computer, then you can run the game on
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"Autopilot". The campaigning segment will take 45-60 minutes w/o any
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player input required. You regain control when the election returns
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begin.
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[> The Game <]
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The campaign is nine weeks [turns] long. Each week players receive
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poll that shows thje national popular vote with a 2% error margin [on
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rare occasions the error may be greater]. The individual states have a
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4% margin of error. For a state to be considered likely to vote for a
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candidate the polls must show the candidate leading by over 4%. For a
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state to be considered solidly in support of a candidate thje
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candidate must be leading be over 8%. During the campaign the
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candidates try to improve their positions through the expenditure of
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campaign funds on overhead, advertising, campaign stops, and foreign
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travel
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[Overhead]
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Overhead is unaviodal, for major candidates overhead starts are $500
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units a week and increases by $100 units each week. It does not con-
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tribute directly to swaying votes, but is essential is running a
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campaign. Overhead is variable for Third-Party-Candidates.
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[Advertising]
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There are three kinds of advertising, each serving a different
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purpose.
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1] National advertising covers the entire nation. Dollar-for-dollar it
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sways the most net voets;however, it is not focused and is not the
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most effective way to swing particular states.
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2] Regional advertising is more effective in swaying states , but only
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in the area chosen.
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3] Individual state advertising is excellent for swaying large states
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where the voting is close, but it is a very expensive way to but
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votes. To select a state, enter its two-letter postal code shown on
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the map.
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[Campaign Stops]
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Each candidate may make appearances in the states/regions of his
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choice. Costs are incurred when entering a region, when entering a
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given state, and for each stop made. Fatigue effects occur after a
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given number of stops and no more given stops may be schedule for a
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dingle week. Stops have diminshing marginal effectiveness in a given
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week, but have a gradually increading effectiveness each week [Ex. 2
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stops in 3 weeks is more effective than 6 stops in 1 one week, but is
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also more expensive]
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[Foriegn Visit]
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In the first week only, all candidates decide whether or not to take a
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trip, and if so who will go, where they will go, when, and for how
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long. Trips are pure gamble; sometimes they help, somtimes they hurt.
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All players recieve an intelligence report at the end of the campaign
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phase, showing estimate of each candidates's dollar expenditures in
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each state Also shown are the number of stops made by each candidate
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in each state.
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Each week the players are offered the opportunity to debate, if they
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are willing. Agreement come only through the mutual consent among
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potential debaters on who will debate and how many question will be
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asked.
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At the end of each week, strengths ar`e adjusted based on the
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decisions of the candidates and the events that have transpired. Each
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new week begins with a new poll.
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[> Election Night <]
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After the ninth week, result of the election are given and a winner is
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declared. The election night may be stimulated in real time [4-6
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hours] or votes may be tailed in less than 15 seconds. The players are
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given the opportunity to decide how to resolve the election night.
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