398 lines
17 KiB
Plaintext
398 lines
17 KiB
Plaintext
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<=-=*=---------------------------=*=-=>
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| Seven Cities of Gold |
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| The Manual |
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| Written by |
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| The Camel Jockey |
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| Prelude |
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%%%
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%% %%
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%% %%
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%%% NCE, in a tavern on the waterfront, an old salt whispered to
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you the tale of the Seven Bishops Christian men who had been blown far
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off course into an unknown realm and who established seven Kingdoms
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whose splendor ranked with the reign of Solomon. Since that time you
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have dreamed of little else.
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Now at long last you have been granted the resources necessary to
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mount an expedition. To be sure, the Court's ministers are interested
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only in surpassing Portugal's maritime strength and controlling
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commerce to and from the Orient. They do not know of your real
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motives. But no matter. The expedition is yours to command, and you
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feel certain that adventure beyond all imagining, and riches beyond
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all dreams of avarice, are in your grasp.
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| In Europe |
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The Court
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Not every visit to the palace will fill your heart with the same
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exultation as the first. Nevertheless, here you must return - for
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recognition of your accomplishments, for the glory and power of
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titles, perhaps for more gold desperately needed to continue your
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search. Alas, need alone will not guarantee another audience to any
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save novices.
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Home
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Here, in private, may contemplate your successes (or lick your wounds)
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and study the maps you've created on your journeys. Here you may also
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judge the progress you're making towards your goals - how much and how
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many rivers you've explored, how many natives you've encountered, and
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how many special landmarks (great lakes, lust jungles, etc.) you've
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found. Finally, you may learn how many missions you've established
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and how much more gold you've found than you've spent.
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The Court considers all the categories listed, except missions and
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lives, in granting titles. The highest rank, Viceroy, is reserved for
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those who can achieve an overall rating of at least 50% by 1540.
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(Losing an expedition completely - dying - costs you the maps and
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discoveries made since the last time you stopped by the pub. It also
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costs you the opportunity to get future credit for all those
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discoveries save the discovery of land, and you lose a year and a half
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of your valuable time.)
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The Outfitters
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It is here that you will spend your gold to equip and provision your
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expeditions. As your experience grows, learn to choose effectively
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among the ways you can invest your wealth. Do you plan to trade? How
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many goods will you need? Do you aim to conquer? What size army must
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you assemble? Can you find food? How much should you take? Find the
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answers that fit your style of exploration. Or prepare yourself for an
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unhappy relationship with the Court and for expeditions barely able to
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survive - hardly the marks of explorers destined to become Viceroys.
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Player Tip
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Food is bought and bartered for in relation to the number of men in
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your expedition. Decide on the number of men you want first, then on
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how many weeks' worth of food you want for them. To get a feel for
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this relationship, play around with the two quantities the first few
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times you're give the opportunity.
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The Pub
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Wise conquistadors will stop by here after every trip to record their
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maps and discoveries. Losing also all the maps and discoveries you
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made on your last three trips is heartrending.
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<=-=*=---------------------------=*=-=>
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| The Expedition |
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The Voyage
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When you leave port, mark well the indications of your voyage and how
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they continually change. On the screen window, north is always at the
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top, west to the left. At the top of the screen you see the month and
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year and the number of vessels still in your expedition. To the left
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is the size of your army and the number of weeks you can feed that
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many mouths with the food on hand. To the right is the ledger of your
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cargo of goods and gold. At the bottom is your speed and the depth of
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the water.
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Your ship's cartographer can help you but little on this part of your
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search. Choose the "view map" option to learn your latitude and pay
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attention to the passage of time. By such dead reckoning you will
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learn to cross the ocean with the least expense of food and life.
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There are many perils in the uncharted waters beyond Spain. Men die of
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scurvey or of storms in which no one can hear their last cries for
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help. Those same storms can blow you far off course and cost you vital
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time. Your supply of food dwindles as you ply your way across the vast
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ocean. Wander too long in search of landfall, and you will surely
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perish.
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From the Historical Record
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Columbus' critics were right. If there had been no American continent,
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no Spanish fleet of that era could have completed the ten thousand
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mile expedition across the Atlantic to Japan. They couldn't carry
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enough food.
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The food they could carry was no treat - a grim mixture of tough salt
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mat, hardtack, and dried vegetables. Meals were cooked in a wooden
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firebox embedded in a heap of sand on deck. Sour wine and
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stale water completed the repast.
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Discovery and Exploration
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Bring your ships into safe mooring carefully and learn from your
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costly mistakes. Resolve not to lose more ships by inattentively
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running around or to the same shoals or shallows. Remember also that
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if you leave your ships unattended while you set off on long journeys,
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the sailors who man the ships (who are not included in your roster
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count) just might sail away before your return.
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As you move over the land think of all who will bless your name for
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your discoveries. The Court and merchants want gold and trade;
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sailors, other explorers and scholars will be eager to see your maps.
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Others in the Universities will be anxious to hear of the surface of
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the land and of the people who live in it. And the Holy Church is ever
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solicitous to save unenlightened souls.
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The Church has a powerful ally in your need for food and someone to
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help carry it. Unless you find and learn to deal with some local
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inhabitants, you're not going to get very far in your quest for the
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fabulously wealthy cities you hope to find.
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Playing Tips
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1. Imagine a world without roads and you'll begin to grasp the
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improtance of rivers to the to the explorers in the 16th Century. Your
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own progress also depends on your use of rivers - a moderate pace on a
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river moves you as fast as a reckless pace on land.
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2. Your computer will build maps for your as you go. Consult them
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frequently. (Your positions is always approximately in the center.)
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You want to build pictures in your head and perhaps even keep journal
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notes of what happened where. Your goal is to be able to find your way
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back to useful places and avoid dangerous ones. (one screen measures
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120 miles on a side on the exploration surface and 960 miles on a side
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on your maps.)
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<=-=*=---------------------------=*=-=>
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| The Natives |
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<=-=*=---------------------------=*=-=>
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Making Contact with the Natives
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In any new region, where the natives live will not be visible (save to
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the novice) unless you take the time to stop and look for signs. When
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you have spotted a signal and move to enter a village, think also of
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what signal you mean to send as you go in. Reckless aggression?
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Cautious friendliness? Open-handed generosity? The decision is yours
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alone. And its implications and consequences are yours alone to bear.
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There will be considerable variety in the natives you encounter. Some
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will be more populous, some more credulous, some more hostile, and
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some more complex combinations of those attributes. If you would
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survive and prosper, learn to use your ears and eyes for clues to the
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natives' moods and the patterns in their responses to your actions and
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combinations of actions.
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Trade or Conquest
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Both approaches are available to you. Both, if successful, bring
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valuable bearers as well as goods. To trade, as the natives will be
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quick to tell (if your gait and perhaps your generosity seem
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suitable), you must deal directly with the chief. He always stands in
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the center of the village until and aggressive threat causes him to
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vanish or yield in despair.
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Conquest is quick, but it consumes lives and leaves bitter memories.
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Trading is safer, but it is also slower and requires many goods. Take
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whatever actions your heart and mind tell you to take - and attend to
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what you learn about yourself in the bargain. And harken. None but
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novices should always believe everything their bearers tell them -
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especially bearers far from home on an expedition whose food is going
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stale. And consider that the natives remember long and well what
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treatment they receive at your hands. Let your future dreams temper
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your present schemes.
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From the Historical Record
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On his final voyage, Columbus found himself stranded in Jamaca. At
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first the natives supplied food; but the voracious appetites of the
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explorers - they consumed 15 to 20 times as much food as the natives
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did themselves - soon put them out of favor. The Spanish were slowly
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starving.
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Columbus devised a stratagem. His almanac predicted a total eclipse of
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the moon on the last night of February 1504. Columbus summoned the
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native chieftain and announced that Almighty God was displeased with
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their treatment of His chosen emissary. If food was not brought to the
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Spanish, the Lord would darken the moon forever.
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The eclipse began at moonrise. Soon the entire village ran howling to
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Columbus' ship, imploring him to halt the destruction. Columbus waited
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in his cabin until the full eclipse phase had passed, then emerged and
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took credit for a successful intercession on their behalf.
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Columbus and his men enjoyed an ample food supply for the duration of
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their journey.
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Establishing Forts and Missions
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Both trade and conquest can bring you the opportunity to establish
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more than a thinly manned fort, and how few to avoid and over
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garrisoned armory, will depend on the size of the native population at
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the site. Let the pictures signifying fort and missions be your guide.
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And let experience tell you how eager the conquered are to throw off
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their yokes during your absence.
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From the Historical Record
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At times the natives were only too wiling for the Spanish to establish
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armed garrisons in their own land. Gudcanagari, chieftian of a Haitan
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tribe, implored Columbus to establish a colony so that Spanish guns
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could help him defeat his rivals on the island. Columbus had his own
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reasons for wanting to found such a colony. Thus was Villa de la
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Navidad (Christmas Town) the first settlement and first armed fort in
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the New World.
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Playing Tips
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1. Pay attention to the time of year and to your latitude. Toward the
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far north and south, the effects of climate become visible in the
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fall, winter and spring. And, since how much food you'll find in a
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village depends on when the last harvest was, you'll find paying
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attention to the seasons materially rewarding as well as aesthetically
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pleasing.
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2. Don't underestimate native communications. Some can spread word of
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your activities to cities you haven't visited yet. And bearers can
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show you the location of other settlements - and of treasures, if you
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pause long enough to listen to them.
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3. A mission can supply nearby ships and cause the sailors to wait
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patiently for the return of the landing party, provided care has been
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taken to inform the mission inhabitants of the location of the ships.
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1540 and Beyond
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Within 50 years of Columbus' first voyage, the Spanish had conquered
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the New World's most advanced civilizations and had begun to
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consolidate one half of the territory into a colonial empire. Center
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stage began to pass from the Spanish Conquistadors to the traders and
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settlers of many nations who followed.
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You may continue your explorations after 1540 if you wish, but you
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will receive no more titles from the Court or other recognition for
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your efforts. If you wish to see the complete map of the territory
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you've been exploring so you can begin anew with a New World, see the
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reference card section of this doc file.
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<=-=*=---------------------------=*=-=>
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| Advanced Play |
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<=-=*=---------------------------=*=-=>
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Notes on the World Maker
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Calling brand new New Worlds "random continents" conveys something of
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their challenge and variability, but it doesn't do justice to the
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sophistication of the program that produces them. New Worlds are not
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simply drawn willy-nilly. They conform to geological and cultural
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principles built into the program code.
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There is, for instance, a plate tectonics model consulted for each
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creation. Mountain ranges are generated where the plates bump into
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each other. And secondary ranges (like the Allegheny mountains on the
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historical map) may be created as well.
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The program also consults a cultural dissemination model for its work.
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The influences of major civilizations are presumed to spread outward.
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Consequently, pueblo dwellers generally will be found between
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city-states and primitive agriculturists. The model will allow for
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varying levels of this influence and can thus produce occasional
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continent arrangements which have no Incan level civilizations.
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Alternately, it can make a very rich and powerful arrangements, ones
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which, like 16th-Century Japan, are highly civilized from coast to
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coast.
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Competitive Play
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Though only one player may use and save a position on a particular map
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disk, competitive opportunities may be created by using 2 of the
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program disk to make multiple copies of a map disk. Several different
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players might then explore the same terrain, comparing progress
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periodically or simply declaring the winner to be the player with the
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highest totals and title by some agreed upon date. (Note: You can
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start a new game with a map disk without disturbing a game previously
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saved to that disk, but you cannot save more than one game on any
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given disk.
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<=-=*=---------------------------=*=-=>
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| Basic Joystick Control Information |
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<=-=*=---------------------------=*=-=>
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General - Moving the joystick moves the expedition. Pressing the
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button while moving changes speed. Pressing the button while at rest
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produces a options menu.
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The Exception - Pressing the button while moving at sea sets your
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course. You may release the joystick and you will continue on course
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until you move it again to change directions. Pressing the button
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while sailing on course produces the options menu.
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In the Options Menu - Moving the joystick up and down moves the
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highlighted from option to option. Pressing the button selects the
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highlighted option.
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In the Transfer Menus - Moving the joystick up and down moves the
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highlighted from item to item. Moving it right and left transfers
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quantities of the highlighted item from column to column. The price of
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items and the amount of gold or goods you have to spend appears at the
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bottom of the screen. If you are simply transferring resources and not
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buying or bartering, holding the button down will speed up the
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process. To leave a transfer menu, push the joystick up until the work
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"leave" appears, then press your button.
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<=-=*=---------------------------=*=-=>
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| Creating a Map |
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<=-=*=---------------------------=*=-=>
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Historical - Boot side 2 of your program disk and follow the
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instructions as they appear on the screen.
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Random Continents - Boot side 1 of your program disk and follow the
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instructions as they appear.
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