
	Majyk Empires 1.40
	20 May 1994
	The OnLine RIP Fantasy Conflict
	(c)1994 CIOE Corp / by Neale Davidson

	* INTRODUCTION

	The lands are ravaged by warring empires. The world 
	suffers under the weight of destruction from powerful 
	majyk and mighty armies. Of these, only one empire can 
	survive. Will it be yours? Use your armies, both standard 
	and majykal, to defeat enemy forces and conquer their 
	cities.

	* INSTALLING MAJYK EMPIRES

	To begin installing Majyk Empires, make sure that all of 
	Majyk Empire's files are in the same directory. If the 
	door came to you as an archive, you will need to 
	decompress the files into the same directory. Usually, 
	decompression is performed with a command-line such as 
	the following:

	PKUNZIP MAJYK140.ZIP C:\DOORS\MAJYK

	* FILE MANIFEST

	If any of these files are missing at startup, you will 
	need to contact InfOrder for a replacement diskette.

	MAJYK.EXE    - The Door Executable
	MAJYK.OVR    - The Door Overlay
	GENWORLD.EXE - The World Generator
	MAINTAIN.EXE - The Maintenance program
	TEXT.STR     - Text information

	* RESETTING THE GAME

	Majyk Empires comes with a utility called 'GENWORLD', 
	which will create a new world for your users to play in. 
	The game itself no longer does this automatically. As a 
	sysop,you will need to run this program at least once 
	before allowing game play.

	When this program runs, it will overwrite any previous 
	games and create new datafiles. These datafiles are 
	listed below.  Also, to reset a game in progress, simply 
	run this program and enter 'Y' when asked.

	THEWORLD.DAT - The world map information
	MESSAGES.DAT - Player and event messages
	EMPEROR.DAT - Player information

	* CREATING A CONFIGURATION

	To inform Majyk Empires about your modem and BBS setup, 
	you will need to create a DOOR.CFG file with your 
	favorite editor. This file will have several lines, which 
	are explained below.

	(Note: We have had reports that additional spaces on the 
	end of each line causes havoc with the game. If something 
	isn't being recognized properly, simply remove any 
	'whitespace.')

	Line one tells the game which type of drop file should be 
	hunted for when the program loads up. Known drop files 
	are as follows:

	GAP	DOOR.SYS (recommended)
	PCB	PCBOARD.SYS
	RBBS	DORINFO1.DEF
	WC	CALLINFO.DAT
	SF
	TRIBBS
	WWIV

	Users of Wildcat BBS software of greater than version 3.0 
	should use GAP for their drop file.

	The second line is the path to that door file. You need 
	to include the full path name on this line, but not the 
	name of the drop file itself.

	The third line is the name of the BBS. This is where 
	Majyk Empires will look for the name of the BBS when 
	searching for registration information.

	The forth line is for the name of the sysop to your BBS, 
	of for whoever is in charge of the doors.

	If the sysop locks the baud rate on his modem, that rate 
	must be specified on line five. If the baud rate isn't 
	specified, then a '0' must be entered for the line.

	(Note: If you are using a high-speed modem, you will 
	almost always want to specify the baud rate of the modem 
	as if it were locked. Connections problems result 
	otherwise.)

	The sixth line tells Majyk Empires where to find the DSZ 
	program. Be sure to include both the path and program 
	name on the line. Majyk Empires uses DSZ for 
	auto-downloading of Icons, as well as sending the map and 
	events files. If you do not wish to use DSZ, or do not 
	have that program available, then leave this line blank.

	Line seven of the CFG file is unused.

	Line eight is an 'ON' / 'OFF' switch. If this is set to 
	off, no majyk units will be available within the game, 
	ever. If this is set to 'ON', Majyk units will be 
	enabled.

	Line nine is another 'ON'/'OFF' switch which determines 
	if spells are available during the game. If 'OFF', all 
	spells are disabled. If 'ON', spells work normally.

	Line ten tells Majyk Empires how high to start social 
	science for new players. This number should be between 0 
	and 2500.

	Line eleven tells the door how high to start military 
	science for new players. This number should be between 0 
	and 2500. Most games should start below 50.

	The last line tells the door how high to start majyk 
	science for new players. This number should be between 0 
	and 2500. It is recommended that this number start out no 
	higher than military science.

	The following is a sample door configuration file for a 
	WildCat! 3.0 BBS using DSZ:

	GAP
	C:\WC30\GAMES\MAJYK
	CIOE InfOrder
	Joseph Drasin
	19200
	C:\WC30\DSZ.EXE
	NULL
	ON
	ON
	10
	10
	10

	* RUNNING MAJYK EMPIRES

	The door can usually be executed with the DOS command 
	'MAJYK.EXE DOOR.CFG'. This will usually be placed in a 
	batch file such as the following:

	C:
	CD C:\DOORS\MAJYK
	MAJYK.EXE DOOR.CFG
	CD C:\BBS
	EXIT

	Majyk Empires can also be locally outside of the BBS by 
	adding '/L' after the configuration file parameter in the 
	DOS command line ('MAJYK.EXE DOOR.CFG /L'). The local 
	user will then be prompted to enter his name.

	Nonstandard IRQs can be used with Majyk Empires by 
	specifying the IRQ after the configuration parameter in 
	the command line. ('MAJYK.EXE DOOR.CFG 2').

	Majyk Empires will automatically initialize any datafiles 
	it needs when the door is first run.

	* RIP SUPPORT

	Majyk Empires will automatically detect if RipTerm or 
	Ansi is available, ignoring the values passed it by the 
	door drop file. This was done to allow the door to use 
	RIP even if the BBS system hosting it does not normally 
	have RIP available.

	If, for some reason, Majyk Empires cannot detect either 
	Ansi or RipTerm, the user is prompted to force either 
	Ansi or RipTerm sequences. Users should only do this if 
	they do indeed have either Ansi or RipTerm, but did not 
	have their terminal options properly detected. Users must 
	have either Rip or Ansi available in order to play this 
	game.

	RIP users need several icons in order to play the game. 
	These icons can be downloaded automatically (provided 
	that DSZ support is provided) when the game is started.

	* MAINTENANCE PROGRAM

	One thing that you will notice with this version of Majyk 
	Empires is the inclusion of a maintainance program. This 
	program will automatically update turn phases, 
	population, and construction. You will generally want 
	this program run once every night in your standard 
	maintainance batch file. On its command-line, you will 
	want to add at least Majyk Empire's door configuration 
	file. A example of the batch file follows.

	C:
	CD C:\BBS\DOORS\MAJYK
	MAINTAIN.EXE DOOR.CFG
	EXIT

	In addition, you can also turn on several 'special' 
	features in nightly maintenance, such as adding 
	Barbarians and Disasters! seamlessly into the current 
	campaign. This can be done simply by adding the 
	appropriate flags after the door configuration file.

	/B - Turns on the barbarians option
	/D - Turns on the disasters option

	Barbarians

	Tired of the constant fighting in their lands, the 
	neutral citizens of the realms have taken up arms to 
	strike back against their oppressors. Enter the 
	barbarians!

	Neutral cities build up armies and strike against any 
	neighboring empires with infantry, knights, calvary, and 
	wolfriders. Being a usurper in Majyk Empires has just 
	gotten more difficult.

	When barbarians executes, it basically gives one turn to 
	the neutral armies and cities on the map. In barbarians, 
	however, only neutral armies are moved and built. 
	Population expansion will grow as a result of Majyk 
	Empires itself.

	Barbarians will first randomly place up to six armies 
	somewhere on the map. These armies could be Settlers, 
	Infantry, Calvary, Knights, or Wolfriders.

	Barbarians will then go through all neutral cities and 
	change their builds to either Settlers, Infantry, 
	Calvary, Knights, or Wolfriders. These are the only 
	builds that barbarians knows how to handle.

	Next, barbarians will move its units around the map, 
	pillaging, conquering, or otherwise causing harm to the 
	empires.

	Barbarian effects, such as combat or "spontaneous" 
	generation of armies, will be documented in the game 
	messages.

	* Disasters

	The constant fighting in the realms has envoked the wrath 
	of the gods! They send forth their fury in the forms of 
	volcanoes, hurricanes, floors, and other disasters 
	designed to make life in the realms more difficult.

	Also, the mad mage Elistan seeks to gain power in the 
	realms by randomly striking against the empires. His 
	spells are powerful enough to bring even the mightiest of 
	kings to their knees.

	Turning on the Disasters option in the MAINTAIN.EXE file 
	will randomly send a disaster on the world. As you can 
	see from the below list, there are several disasters 
	which can effect the land. Some of these events will be 
	relatively minor, but some could outright slay an army 
	with a bit of bad luck. Sysops should use care when 
	turning on this option.

	Drain - The mad mage Elistan absorbs the world's majyk 
	pools for his own use, reducing everyone's MP to zero.

	Famine - The world suffers from severe hunger. The 
	weakest bit of starvation will halve the population of 
	the world. The strongest will leave only one forth of the 
	world surviving!

	Flood - Rains torrent a region, turning it into sea. This 
	kills everything in the flood zone, including armies and 
	cities, and creates a lake.

	Forget - The gods revoke some of the scientific knowledge 
	of the world, dropping everyone's military, social, and 
	majyk sciences by half.

	Hurricane - Sailers Beware! Three classes of hurricanes 
	exist to reduce naval fleets to timbers. Every ship on 
	the map must defend against a hurricane with an ATK 
	rating of 1,2, or 3.

	Keep Attack - Elistan uses his majyk to destroy the 
	keeps of the world. Each keep has a twenty percent chance 
	of being destroyed by this attack.

	Meteor Swarm - This presents a danger to all armies on 
	the map! Meteors fall from the sky at random. If an army 
	is in the same hex as the metero strike, there is a 
	chance that the army is slain.

	Tornado - Three strengths of tornadoes roam the 
	countryside, levelling armies, cities, mills, or keeps.

	Volcano - A volcano erupts somewhere on the map, killing 
	everything around it. Armies and cities are utterly 
	destroyed as new land is formed around the volcano.

	* GAME PLAY

	The overal objective in Majyk Empires is to conquer the 
	world by being that last remaining army on the map. To 
	eliminate other players, you must conquer all their 
	cities and destroy all their armies. More information on 
	just how to do that is outlined below.

	* THE INTERFACE SCREEN

	Most of the player's interaction with the world will take 
	place in the interface screen. This screen is divided 
	into a few views: The upper menu bar, the map, and the 
	info board.

	The Menu Bar is where most of the commands of the game 
	are stored. To access these commands, simply click on the 
	appropriate button.

	Menu-Bar : Order - This menu presents a sub-menu which 
	gives the option to cast spells, move armies, change 
	builds, and to end the turn.  The move armies and change 
	builds option will simply change what mode the rest of 
	the interface will take. End Turn wil end the turn and 
	return to the BBS. Cast Spell, in games where spells are 
	allowed, will present an additional menu for spell 
	casting.

	Menu-Bar : Reports - The Messages report will display any 
	new messages relavent to the game.  The sciences report 
	shows your current science levels and what it takes to 
	get to the next level. The production report tells you 
	how much of each army you're producing. And the status 
	report gives an overview of the game in progress.

	Menu-Bar : Help - This menu hosts several single-page 
	popups. The Basic Rules give the overall premise to the 
	game. The Army Types popup shows the basic statistics for 
	each army type. The Spells popup shows the basic effects 
	of each spell, and the Info popup shows some trivial 
	information on the game itself.

	Other menus are simple, one-option menus and will appear 
	on the right hand side of the screen.

	The left part of the screen will either display armies or 
	cities (depending on how you're searching). Options for 
	moving armies and manipulating builds are given in the 
	right-hand side menus.

	* SCIENCES

	The main key to victory comes in the form of sciences. 
	Each of the three sciences will improve the quality of 
	your military units, and the lifestyles of your people.

	Social science is the science of the people and their 
	environment. In the game, improved social science allows 
	the growth of cities, prevents plagues, and keeps the 
	population in line. Empires weak in social science will 
	start to notice their cities rebelling and their people 
	dying.

	Social science ranges from Tyrant, the worst, to Avatar, 
	the best. The larger the city, the more social science is 
	needed to keep it in line.

	At Missionary, moral guidance allows for faster and more 
	efficient production. This comes in the form of a 
	production bonus, increasing all military unit production 
	by fifty percent.

	At Clergyman, a renaissance occurs, providing a Science 
	Bonus. All scientific production increases by fifty 
	percent.

	At Priest, religion begins to dominate the majyk, and 
	keeps increase their output by fifty percent.

	Lastly, at Bishop, the religious leaders begin to 
	influence the military, granting them bonuses in 
	conflict. This comes in the way of a +1 bonus on combat 
	rolls.

	Social		Allows 		Ability
	Tyrant          Settlement,     Nothing
			Village, Town
	Follower	Nothing		Nothing
	Missionary	Nothing		Production Bonus
	Clergyman	Castle		Science Bonus
	Priest		Nothing		Majyk Bonus
	Bishop		Nothing		Combat Bonus
	Archbishop	Fortress	Nothing
	Papal		Nothing		Nothing
	Avatar		Citadel		Nothing

	Military science is the basic knowledge of warfare, and 
	is arguably the most important science in the game. The 
	higher your rank in this science, the more powerful types 
	of armies you may produce.

	Military science begins at pacifist, which grants the 
	player use of only settlers and infantry units (see next 
	section). Emperor, the higest rank, has all standard 
	military units available.

	Military Rank		Allows
	Pacifist		Settlers, Infantry
	Peasant			Nothing
	Soldier			Calvary
	Squire			Knights
	Knight			Siege, Trieme
	Lord			Catapault
	Warlord			Archers, Ship
	High Lord		Ballista
	Emperor			Greek Fire, Galleon

	Majyk science is the study of the arcana. Majyk itself 
	allows for two things, spellcasting and the creation of 
	majykal units, such as wolfriders or drakes. The 
	effectiveness of keeps is also increased with majykal 
	science.

	The lowest rank of Majykal science is Majyk-Blind, which 
	allows nothing. Dabbler is the first rank in which 
	wolfriders and  placate spells can be used. The Lord Maje 
	rank enables the player to cast any spell and to create 
	any majykal units.

	Mayjk spells are explained in later detail in the Spells 
	section. In general, however, the higher rank the spell, 
	the more devastating the spell effect on your enemies.

	Majyk		Unit		Spell
	Majyk Blind	Nothing		Nothing
	Dabbler		Wolfriders	Placate
	Student		Ogres		Guardian
	Acolyte		Dire Wolves	Enrage
	Scholar		Giants		Wealth
	Adept		Paladins	Disruption
	Maje		Griffs		Raze
	High Maje	Wyverns		Black Plague
	Lord Maje	Drakes		Holocaust

	Sciences are improved in cities by selecting the Develop 
	Sciences option when building a new settlement or in 
	changing production. Resources in that city will go into 
	the sciences instead of the creation of units.

	* UNITS

	Name		Mv	At	Df	Pop	Res	Mp
	Settlers	1	1	2	25	10	0
	Infantry	1	1	1	5	5	0
	Calvary		2	1	2	5	8	0
	Knights		2	2	2	5	15	0
	Siege		3	0	1	2	20	0
	Catapault	3	1	1	2	25	0
	Archers		2	1	1	5	15	0
	Ballista	3	1	2	2	35	0
	Greek Fire	4	2	1	5	50	0
	Trieme		1	1	1	10	15	0
	Ship		2	1	2	15	35	0
	Galleon		3	2	3	25	50	0
	Wolfrider	2	1	3	5	8	3
	Ogre		3	3	1	5	10	5
	Dire Wolves	3	2	3	10	8	6
	Giants		3	3	1	5	15	7
	Paladins	3	2	2	5	17	9
	Griffs		2	2	2	5	20	12
	Wyvern		2	2	2	5	20	15
	Drake		2	2	4	1	50	20

	Each unit has the same basic statistics. Combat wise, the 
	two most important are the ATK and DEF statistics.

	The ATK (Attack) statistic tells how strong a unit is 
	when attacking. The higher the number here, the more 
	powerful its attacks can be.

	The DEF (Defense) statistic tells how formidable the 
	unit's defenses are. The higher the number here, the more 
	difficult an attack will have to be to destroy the unit.

	The MOV (Movement) statistic is how many spaces per turn 
	the unit can move. The higher the MOV, the quicker the 
	unit. Most units MOV at a one or two. The Drake, the 
	fastest and most powerful unit, has a MOV of four.

	The POP, RES, and MP statistics explain how difficult the 
	unit is to build. The POP (Population) statistic is 
	simply how many people in a city must leave to join the 
	new unit.

	The RES (Resource) statistic is how many resource points 
	in the city are taken up to create the unit. The higher 
	the RES, the longer the unit will take to create.

	The MP (Majyk Pool) statistic is the drain on the 
	player's MP for the creation of the unit. There must 
	always be enough MP available for the unit to be created. 
	You only need to worry about this for creating majykal 
	units.

	Certain units also have special abilities which make them 
	more formidable or more useful. Settlers can build onto 
	areas, creating or enlarging cities, creating mills, or 
	building keeps (See next section for more on settler 
	builds).

	Catapaults, archers, ballista, greek fire, and drakes all 
	use a ranged attack. These units can send their blows at 
	a great distance, instead of having to engage in direct 
	fighting.

	Triemes, ships, and galleons can each do two things. All 
	these units are sailing ships, which travel on water 
	instead of land. They can also load and unload units, 
	transporting them from landmass to landmass across the 
	oceans.

	Griffs, wyverns and drakes can fly. This ability enables 
	them to travel over land and sea with equal speed.

	Ogres have a tendancy to rebel and disband, removing them 
	from the combat arena.

	Paladins not only have bonuses to combat, but also 
	possess the ability to occaisionally convert enemy units 
	to your cause.

	Drakes and Dire Wolves possess a fear aura, which can 
	sometimes cause all enemy units next to them to 
	surrender, effectively removing them from combat.

	Each unit is created in cities. Unit creation is selected 
	when a new city is built or when orders are given to 
	change builds. Available units will be displayed, and the 
	player will have the option of which unit he wishes to 
	create in the city.

	* BUILDS

	When settlers move into an area, they usually have the 
	option to build. This means, they can improve the area to 
	benefit the player.

	In open terrain, settlers can build three things, 
	settlements, keeps and mills. In already populated areas, 
	they can only add to the existing population.

	Settlements are new cities, ripe to produce new troops or 
	study sciences. Settlements will grow over time, 
	increasing their resources. Mills and water will increase 
	the population of a settlement per turn. Some settlements 
	will become large enough that they will sprawl over into 
	surrounding area, making "suburban" areas. Cities are 
	very important in the game. If a player no longer 
	possesses any cities or units, he is out of the game.

	Mills will add to the production and population of 
	neighbouring towns. They are useful in areas where 
	production and city growth seems slow. Mills do not, 
	however, increase in population, nor do they keep any 
	resources of their own.

	Keeps directly contribute to a player's majyk pool. How 
	much the keep contributes is determined by his Majykal 
	science. Dabblers get five MP per keep, while Lord Majes 
	get twenty MP per. Keeps, like mills, do not increase in 
	population or in resources.

	* ATTACKING AND COMBAT

	An attack is made when one unit moves into a space 
	occupied by the enemy. Cubes are rolled to determine the 
	victory of the attack.

	The attacker will his ATK rating, which determines how 
	many cubes he may roll for his attack. This roll must be 
	greater than the defender's roll for the attack to be 
	successful.

	The defender uses his DEF rating which also determines 
	how many cubes he may roll for his attack. This roll must 
	be equal to or greater than the attack for a successful 
	defense. Defender wins all ties.

	Whichever army rolls highest survives and holds the 
	space. Lastly, attacking a unit exhausts all of the 
	attacker's moves.

	Example Attack:
	Red's Drake has moved into a square occupied by Blue's 
	Wolfrider. This is an attack and is handled as follows:

	RED DRAKE - ATK 2d6
	The Red Drake rolls a two and a three, getting a five 
	total for his two cubes.

	BLUE WOLFRIDER - DEF 1d6
	The Blue Wolfrider only rolls one die, getting a six.  
	Since the wolfrider rolled higher than the drake, the 
	wolfrider wins and the drake dies.

	* RANGED ATTACK
	Ranged attacks are similar to normal attacks, only the 
	attacker can attack an enemy unit a few squares away. To 
	accomplish this, the attacker, when asked to move, 
	selects the ranged attack option from the menu.

	The computer will then ask the attacker for a target 
	square. The attacker then selects his target by moving 
	the highlighter and then accepting the space.

	A ranged attack is only worth a 1d6 ATK rating, 
	regardless of the unit attacking, and counts as one MOV.

	* SPELLS

	There are eight spells in Mayk Empires, each with varying 
	effects and varying amounts of power.

	The Placate spell is the most basic of spells. The spell 
	generally improves the social condition of your people. 
	This spell's power is dependant of the Social Science. 
	The higher the science, the more effective the spell.

	The Guardian spell is effective for quickly rallying 
	troops to defend your territory. The spell will create 
	infantry units in any open city you own. Higher levels of 
	military science will provide calvary or knights as 
	guardians.

	In many ways, the Enrage spell is the opposite of the 
	Placate spell. Enrage causes all of your enemies' people 
	to become discontent, lowering their social science. The 
	higher your social science, the harder the enemies are 
	hurt by this spell.

	The Wealth spell simply creates resources in each of your 
	cities. The wealth gained is generally enough to create 
	ballista in each city for one turn.

	Disruption  is a particularly nasty spell. All enemy 
	majykal units must defend against a 2d6 attack or die. 
	This spell is useful for removing large groups of enemies 
	from your borders.

	Raze reduces all of your enemies' resources to zero, as 
	well as has a chance of  destroying your enemies' mills. 
	This spell is useful for obliterating powerful production 
	centers.

	The Black Plague is a direct assault on everyone else's 
	population. Up to 50 percent of everyone in each enemy 
	city will die from this spell.

	Lastly, the Holocaust spell is used to utterly obliterate 
	an enemy. This one spell has the combined effect of the 
	Raze, Enrage, Disrupt, and Black Plague spells. In 
	addition, all enemy units must defend against a 2d6 
	attack or die, not just majykal ones.

	Each spell drains a certain amount of MP. The placate 
	spell, being the weakest, drains only 50 MP. The 
	Holocaust spell drains a massive 5000 MP.

	Spell		Majyk Pool Drain
	Placate		50
	Guardian	100
	Enrage		250
	Wealth		500
	Disrupt		1000
	Raze		1500
	Black Plague	2500
	Holocaust	5000


	* GAME MAP FILE

	At the end of every turn, a text-version world map is 
	produced, which reveals all armies and cities. This file 
	can be provided for download by the Sysop, or can be 
	downloaded by RIP users directly by using DSZ support.

	* VERSION HISTORY

	1.40 - 20 May 1994
	A massive rewrite of the game engine. Overlay file 
	support, EMS support, and smaller records keeping. An 
	incredible increase in the interface. Autodownloading of 
	icons, and many many other options.

	Majyk Empires datafiles are now designed to allow 
	multi-node play.

	1.30 - 28 November 1993
	Documentation vastly improved from earlier versions. 
	Installation is now gone through step-by-step. Sysop 
	configuration has been greatly expanded. The sysop now 
	has the power to dictate many of the options in the game 
	from within the DOOR.CFG file.

	1.26 - 1 November 1993
	Some bug fixes. End-of-turn options given even to players 
	who are completely out of turns.

	1.25 - 27 October 1993
	Massive update with many new options. DSZ support has 
	been added. If the DSZ option has been set, players can 
	download icons, instructions, the events bulletin, and 
	the current world map.

	1.20 - 18 September 1993
	Cosmetics changed, addition of some majykal units. Majyk 
	limitation in unregistered versions disabled.

	1.01 - 1 September 1993
	Some minor bug fixes.

	1.00 - 29 August 1993
	Registered version release. Includes ranged attacks, 
	majykal  spells and units, and statistical views of 
	armies currently playing.

	0.90 Beta - 20 August 1993
	First version release.

	* TECHINICAL SUPPORT

	If you have any questions about Majyk Empires or any 
	other CIOE products, you can reach us by mail, voice, or 
	by our network system.

	CIOE InfOrder
	207 North Street, Suite 102
	West Lafayette IN 47906

	Voice: (317)743-3487

	BBS: (317)743-4487 14.4K N81

