
























                            ANACREON: Reconstruction 4021

                                 Basic Version 1.30







                             Copyright (c) 1988, 1991 by


                                         TMA

                                  15 Whittier Road
                                  Natick, MA 01760



     Anacreon: Reconstruction 4021                          Basic Version 1.30


          TABLE OF CONTENTS


          1.0 INTRODUCTION...........................................2
          2.0 SETTING UP THE GAME....................................3
          3.0 STARTING A GAME........................................4
          4.0 BASIC PLAY.............................................4
          5.0 THE WINDOWS............................................5
          6.0 COMMANDS...............................................8
          7.0 SCENARIOS.............................................13
              7.1 Reconstruction 4021...............................13
              7.2 The Pirates of Jakarta............................13
              7.3 The Four Princes..................................14
          8.0 REFERENCE TABLES......................................16
          9.0 QUESTIONS & ANSWERS...................................19
          10.0 GLOSSARY.............................................21
          But Wait, There's More....................................23







































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          1.0 INTRODUCTION

          Welcome to Anacreon! You are about to make enemies of your
          friends, challenge your tactical skills, and test the limits of
          your restraint. Prepare yourself for the temptations of absolute
          power...

          Anacreon is a highly detailed and challenging game in which you
          have complete control of an entire galactic empire. This is much
          more than a simple war game--players may arrange interstellar
          trade routes, make treaties with other empires, control the
          production of planets, and race against the enemy to create new
          technologies and more destructive weapons. With the power of an
          empire at hand it can be difficult to limit your aggressions.
          Remember, diplomacy isn't fun but it gives you more time to plot
          your revenge.

          As the ruler of a multi-world empire you will have many difficult
          decisions. Resources and policies in Anacreon empires must be
          carefully balanced as in any real government. Will each world be
          self-sufficient or will you implement an elaborate cargo route to
          supply specialized worlds? If you choose the former you won't
          have to worry about your worlds lacking materials, but if you
          choose the latter each specialized world will be more efficient
          and productive. You will have to decide how many worlds you will
          devote to building ships, and how many to producing raw
          materials. Or perhaps you will want to sacrifice some industrial
          worlds in order to establish research universities. In any case
          you will have to worry about how to defend your worlds. Poorly
          defended worlds invite attack from other empires, but trying to
          protect all your worlds may spread your forces too thin. And at
          all times you will have to make sure that none of your worlds are
          too unhappy, or else you'll risk a possible rebellion.

          Of course, the real challenge will come from the other empires in
          the galaxy. Each empire will be trying to build up their war
          machine, always conquering more worlds and always building more
          ships. You will have to insure that your empire is able to
          respond to their challenge, either by undertaking your own
          program of expansion or by strategically weakening your
          opponents' military power. Treaties are always possible and
          indeed it is often a good idea to join a weak empire fighting a
          stronger one, but be careful--no imperial ruler will honor a
          treaty that he or she does not believe will be of benefit.
          Attacks against your neighbors will have to be planned carefully.
          Even a weak empire can retaliate forcefully if your worlds are
          not adequately defended.









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          2.0 SETTING UP THE GAME

          The Anacreon demo comes in an .ZIP file that contain the
          following:

                    README         The README file
                    ANACREON.EXE   The actual program
                    ANACREON.OVR   A program overlay
                    ANACREON.TXT   This manual
                    ANACREON.HLP   The on-line help file
                    ANACREON.CNF   The configuration file
                    JAKARTA.SCN    An introductory scenario
                    PRINCES.SCN    A more advanced scenario
                    INTRO.SCN      The basic Anacreon scenario

          Anacreon requires an IBM PC/XT/AT or compatible with at least
          512K of memory and DOS 2.0 or higher. A hard disk is recommended.

          When running the game you must place ANACREON.HLP and
          ANACREON.CNF in the default directory. You can specify the
          location of the .SCN files and any save files with the
          <Configure/Directories> command at the title screen. (If you do
          not change anything, the program assumes that they are in the
          default directory.)

          If you're using two floppy-disks, you should put ANACREON.EXE,
          ANACREON.HLP and ANACREON.CNF on one disk, and all .SCN and save
          files on another. Then, you must set the  scenario and save
          directories to B:\

          3.0 STARTING A GAME

          When you first type ANACREON at the DOS prompt you will be
          greeted by a brief logo and then promptly placed at the title
          screen. From here you can start new games, continue old ones, set
          configurations, etc.

          Since you don't have any saved games you should select <Game/New
          Game> and choose one of the two scenarios given. After the
          universe is created, you will be taken back to the title screen
          from which you can select <Game/Begin> to start playing.















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          4.0 BASIC PLAY

          Anacreon is played in turns, each representing a year of time in
          which the emperor or empress can issue commands and orders. On
          any given year a player typically checks status and news reports,
          deploys fleets around the empire, and possibly attacks an enemy
          or independent world. Each conquered world can then be used to
          build warships with which yet more worlds can be taken.

          Any information needed by the player can usually be found on one
          of the five status windows. Each window is associated with a
          particular function key for easy access. Pressing the <F10> key,
          for example, brings up a map of the galaxy. Windows can be
          brought up at any time.

          Commands are issued using the menu bar at the top of the screen.
          There are six menus, each of which can be accessed by pressing
          the first letter of its name: Game, Empire, Worlds, Fleet, Build,
          Ministry of War. Once a menu is activated, pressing the first
          letter of the actual command will issue that command. For
          example, pressing <F> and then <P> will launch a probe; pressing
          <M> and <A> will instruct a fleet to attack. A second way of
          issuing commands is to use the cursor keys to move around and the
          <Enter> key to select a command.
































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          5.0 THE WINDOWS

          <F1> Help:

          The help window provides on-line reference to charts and tables
          that might be needed during play. The <PgUp> and <PgDn> keys
          scroll through the different screens. The <End> key brings up a
          short index.

          <F2> Close All Windows:

          Since windows can be called at any point, they may cover up other
          parts of the screen. Pressing <F2> will close all windows,
          allowing you to see the screen underneath.

          <F3> World Status:

          This window is split into two horizontal panes. The top pane
          contains industrial information for a worlds in the galaxy. The
          bottom pane contains military information. The information listed
          in the top pane is a follows:

          PlntName: The name or coordinate of the planet. All coordinates
          are Cartesian with the capital as the origin. (i.e. 0,0 is the
          capital; 0,10 is 10 sectors up; 10,0 is 10 sectors to the right.)

          Sta (Status): The allegiance of the world. If the world is
          independent, then "Ind" will be shown. Otherwise, the first three
          letters of the name of the empire that owns the world will
          appear.

          C (Class): The environmental class of the planet. Some worlds
          might be very earth-like and hospitable to human life, others may
          be barren wastelands bathed in radiation. Clearly an emperor
          would not make an agricultural world of the latter. (See
          REFERENCE: World Class Table.)

          Tl (Tech Level): The level of technological development on the
          planet. This indicates whether the people are advanced enough to
          build ships. (See REFERENCE: Technology Levels.)

          T (Type): The industrial designation of the world. This
          characteristic is set by the imperial ruler. He or she may
          decide, for instance, to use the planet as a mineral mine, or a
          ship-building world. (See REFERENCE: World Type Table.)

          Pop (Population): The population of the world in billions. The
          larger the population, the greater the industrial capacity of the
          world.

          Eff (Efficiency): The bureaucratic efficiency. A measure the
          administrative overhead, this characteristic affects every aspect
          of a world. Low efficiency worlds will produce less, defend less
          efficiently, and are more vulnerable to rebellion and


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          dissatisfaction.

          A (Ambrosia Addiction): In the Advanced Version of the game,
          worlds may be addicted to ambrosia, a drug that increases worker
          productivity. If the world is addicted, a "y" appears in this
          column.

          Impt/Expt (Import/Export): A list of the raw materials that the
          world is currently importing and exporting. This column is
          related to the ISSP setting of a world, a feature found only in
          the Advanced Version of the game. (Even then, ISSP is used only
          by experienced players.)

          Rev (Revolution Index): A measure of the dissatisfaction of the
          population:

                    no             No chance of rebellion
                    Lo-            Dissatisfaction
                    Lo+            Riots and demonstrations
                    Hi-            Revolution likely
                    Hi+            Revolution imminent

          Transports (jtn, trn): The number of jumptransports (jtn), and
          transports (trn) on the world are listed here. Each transport can
          carry 5 legions, 3 megatons of metals or chemicals, 2 megatons of
          supplies, or 100 kilotons of ambrosia or trillum. A jumptransport
          can carry 1/5 as much. When transferring supplies or soldiers to
          transports the amounts held by each type of transport will be
          printed on the screen.

          Materials (amb...tri): The amount of raw materials on the world.
          The materials are: ambrosia, chemicals, metals, supplies, and
          trillum. Chemicals, metals, and trillum are used to build ships.
          Supplies are general food-stuff consumed by the population.
          Chemicals, metals, and supplies are measured in megatons.
          Ambrosia and trillum are measured in kilotons.

          The bottom pane, the military status window, is similar to the
          top pane but lists only military information. The number of ships
          and defenses on each planet is listed for all planets in the
          empire. Additionally, you will have a rough idea of how many
          ships other worlds have: "no" means that they have no ships of
          the type; "yes-" means less than 500; "yes1" means between 501
          and 1500; "yes2" means between 1501 and 2500, etc.

          <F5> Fleet Status:

          This window is split into two panes. The top pane contains
          information about the position and destination of all fleets. The
          bottom pane lists the composition of each fleet.

          In addition to the position and destination of a fleet, the
          following fields are also included in the top pane:



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          Status: A fleet can be at destination or in transit. If in
          transit, the number of years before the fleet reaches its
          destination will also be listed.

          Range: The number of years that the fleet can move before it runs
          out of fuel. A fleet can only be refueled if there is trillum in
          the sector, either on a planet or in another fleet, or if the
          fleet is carrying trillum as cargo.

          The bottom pane list the composition of each fleet currently
          deployed. For example, this window would tell you which of your
          fleets is carrying metals, or where all your jumptransports are
          located.

          <F7> News:

          This window will display all the events that have occurred while
          the emperor or empress has slept. (The ruler of a galactic empire
          must live for hundreds of years to be able to plan long-term
          strategy. To this end, he or she is frozen in cryogenic
          suspension for most of the time, awaking only for one month each
          year to give orders.) The news window will contain reports of
          rebellion, enemy attack, developments in technology, etc.

          <F8> Empire Status:

          If you know the location of another empire's capital, you will
          have some information about its economic and military
          capabilities. This window will display the following:

          Tl (Tech Level): The tech level of the capital of the empire.
          This is usually the highest tech level in the empire, and
          determines what technologies it can have. For example, an empire
          cannot build SRMs or LAMs (Advance Version capabilities) until it
          is at starship level. (See REFERENCE: Technology Table) Note:
          having a certain tech LEVEL does not guarantee that you will have
          all the technologies of the level. Once a level is reached, the
          individual technologies (e.g. SRMs, starships) will be developed
          individually. Only when an empire has developed all technologies
          for a level will it advance to the next level.

          Pln (Planets): The number of planets and starbases that the
          empire has. This value is almost always unrelated to production,
          and certainly not as important as population. It is, however, a
          good indication of POTENTIAL production.

          SInd (Ship Yard Index): This is a relative measure of the ship
          production of an empire. For example, if an empire has an SInd of
          2.0 and you have an SInd of 1.0, that empire is producing roughly
          twice as many ships as you. Note: The SInd value is an economic
          indicator that may or may not have a firm basis in reality. For
          example, an empire could have a very high SInd, but produce very
          few ships because it cannot get the metals to build them. Use
          SInd as a guide only.


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          Pop (Population): The total population of the empire in billions.
          This is another good indicator of production. The higher the
          population, the greater the production of an empire.

          <F9> Names:

          This windows displays a list of all the names currently defined
          by the player.  See World/Name.

          <F10> Map:

          The map is one of the more useful windows in the game. Each
          planet in the galaxy is shown as a letter representing the
          world's type. For example, your capital will show up as an upper-
          case "C"; a base planet shows up as a "b". (REFERENCE: World Type
          Table for a complete list.) The map also shows the locations of
          any nebulae (shaded purple regions) and any planets not yet
          scouted ("p").

          The coordinate system is always centered on your capital, and
          conforms to standard Cartesian coordinates: positive x is to the
          left, positive y is towards the top. Each block on the map is one
          square sector. Grid marks on the map indicate five sector blocks.

          The map has a small cursor that you may move around using the
          cursor keys. Pressing <Enter> will pop-up a list of all the
          objects in the sector, including any enemy fleets. Additionally,
          some short-cut command keys allow you to perform actions on the
          selected sector. For example, pressing Alt-Z will send a probe to
          the currently selected sector.

          6.0 COMMANDS

          Fleet/Abort:

          Fleets can be disbanded and returned to orbit around a planet
          using the Fleet/Abort command. The fleet must be in the same
          sector as a world or another fleet.

          Note: The ships are not lost when aborting a fleet, nor is the
          fleet returned to the capital. The ships and cargo in the fleet
          are simply placed on the world to which the fleet is aborted.

          Fleet/Change Destination:

          This command will set the destination for a given fleet. Fleets
          move at different rates depending on their composition. In
          general, fleets with only hunter-killers, jumpships, or
          jumptransports will travel in jumpspace (hyperspace, warp speed,
          etc.) at 10 sectors per year.  Any fleet that includes fighters,
          penetrators, starships, or transports, will travel one sector per
          year.




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          Fleet/Deploy:

          The empire exerts influence with fleets. Fleets are used to
          attack other worlds and to transport materials within the empire.
          Fleet/Deploy is used to form a fleet with the ships on a world or
          in another fleet.

          Once in the fleet transfer screen, the middle section of the
          screen will display the number of ships in the fleet and the
          number of ships on the ground. The cargo column on the far left
          displays the amount of cargo space left in the fleet.

          The following keys are available:

          <Left/Right Arrows>           Move the cursor to select the type
                                        of ship or material to transfer.

          <Up Arrow>                    Moves all resources of the given
                                        type from the ground to the fleet.
                                        If the resource is a type of cargo
                                        (i.e. not ships) then only as many
                                        resources as will fit will be
                                        transferred.

          <Down Arrow>                  Moves all resources of the given
                                        type from the fleet to the ground.

          <Enter>                       Asks the player to input the number
                                        of ships or materials to transfer.
                                        Positive numbers will move
                                        resources from the ground to the
                                        fleet. Negative numbers will move
                                        resources from the fleet to the
                                        ground.

          <Esc>                         Completes the transfer. If cargo
                                        space is negative (i.e. there's not
                                        enough room on the transports) the
                                        computer will state that the fleet
                                        is not balanced.

          Example: Suppose you wish to deploy a fleet from your capital
          which has 100 jumpships and 200 jumptransports. The fleet
          transfer screen will look like this:

             fgt  hkr  jmp  jtn  ...           ...  Cargo
               0    0    0    0  ...           ...    0
               0    0  100  200  ...           ...    0








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          Using the left and right arrows keys to move to the jumpship
          column (jmp) you would press the up arrow key to move all
          jumpships from the ground to the fleet. Then, moving the cursor
          to the jumptransport column (jtn) you would again press the up
          arrow key to move the jumptransports up. Hitting <Esc> would
          complete the transfer.

          Note: To see if a fleet has been deployed correctly, press <F5>.

          Fleet/Probe:

          Probes are used to gather information about other worlds. Each
          year an empire can send up to ten probes to different locations
          around the galaxy. The following year, the probes will scout the
          sector to which they were launched and all surrounding sectors.
          Information returned by probes is displayed in the World Status
          <F3> window. From the map window <F10> you may press Alt-Z to
          probe the currently selected sector.

          Fleet/Refuel:

          The range column on the Fleet Position <F5> window shows the
          number of years the a fleet can travel before running out of fuel
          (trillum). A fleet can be refueled from any friendly world that
          has trillum or from its own cargo.

          Fleet/Transfer:

          The Fleet/Transfer command is used to move ships and cargo from a
          fleet to a world or another fleet. The target world or fleet must
          be in the same sector. Use the keys given in Fleet/Deploy to
          transfer ships.

          Game/Next Turn:

          Game/Next Turn is used to end the turn and continue on to the
          next player. Once all players have taken their turn, the next
          year begins.

          Game/Print Status:

          The command will print-out a compressed status of all scouted
          world on a line printer. All numbers given are in hundreds.
          Otherwise, the print-out is similar to the World Status and
          Military Status windows.

          Ministry of War/Attack:

          Once a fleet is deployed to an enemy world, the Ministry of
          War/Attack command is used to attack the world.






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          The fleet will be split into several groups, each of which can
          contain only one type of ship. Choosing standard configuration
          will place all ships of a particular type in one group.
          Otherwise, the player may specify how many ships are to be placed
          in each group.

          The goal of every fleet commander is to land transports on the
          surface, but before that can be accomplished the fleet must pass
          through four orbital shells: Deep space, high orbit, orbit, and
          sub-orbit. At each orbit, groups must target all enemy ships,
          destroy them, and then advance to the next orbit. (However, it is
          sometimes advantageous to advance through an orbit's defenses,
          although more severe damage will be sustained by the fleet.) The
          following commands are available:

          <E>ngage                      Once all groups are targeted, this
                                        command will carry out one round of
                                        fighting.

          <M>ove                        This command is used to move groups
                                        through the orbits. For each group
                                        left the computer will ask whether
                                        it should <S>tay, <A>dvance, or
                                        <R>etreat. A group can advance
                                        through enemy ships, but both sides
                                        will take more damage. Note: A move
                                        command also carries out a round of
                                        fighting.

          <G>roup Status                A brief status of all remaining
                                        groups. Data includes number of
                                        ships left, current orbit, and
                                        current target.

          <T>arget                      This command assigns targets for
                                        all groups. For example, you may
                                        instruct group 1 to attack the
                                        enemy fighters, and group 2 to
                                        attack the enemy jumpships.
                                        Specifying a dash <-> as a target,
                                        means that the group is defending
                                        itself from attack.

          <D>etails                     After a round of fighting, this
                                        command will display the number of
                                        ships destroyed in each group by
                                        the enemy.

          <R>etreat                     If the battle is hopeless, you may
                                        decide to retreat your forces and
                                        abort the attack.





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          Example: Suppose you wish to attack a world with a fleet
          containing 100 jumpships, 200 jumptransports and 200 men. The
          fleet will be split into two groups, one with 100 jumpships and
          one with 200 jumptransports. Suppose further that the enemy world
          has 500 fighters, 200 GDMs and 100 men.

          The lower-left display in attack will show the number of enemy
          ships in each orbit:

                                   Deep/High/Orbt/SubO/Grnd
          <F> fighter squadrons:     50   50  100  200  100
          <H> hunter-killers:         0    0    0    0    0
          <J> jumpships:              0    0    0    0    0
          <T> jumptransport:          0    0    0    0    0
          <P> penetrators:            0    0    0    0    0
          <S> starships:              0    0    0    0    0

          <G> GDM: 200  <D> def: 0   <I> ion: 0
          <M> men: 100  <N> nnj: 0   <L> LAM: 0

          There are 50 fighters in deep space, so you would target your
          jumpship group to attack the fighters <F> and your jumptransport
          group to defend <->. Now, pressing <E>ngage will carry-out the
          attack.

          After all fighters in deep space have been destroyed, you would
          advance the jumpships to the next orbit. The jumptransports would
          be left behind until all the enemy ships have been destroyed.

          When the jumpships reach orbit, the GDMs will fire. Make sure
          that all GDMs are destroyed before advancing the jumptransports.

          When the jumpships have destroyed all the fighters in sub-orbit,
          the jumptransports would be advanced all the way to the ground.
          Once on the ground, Ground Assault Troops from your
          jumptransports would form a group and attack the men on the
          ground.

          World/Close Up:

          This command brings up the military and economic data for a given
          world. This data is also available in the World Status <F3>
          window. Any historical notes or special descriptions can also be
          found here.

          World/Designate:

          Once a world has been conquered, the empire can determine what
          its principal industry will be. World/Designate will redistribute
          the industry of a world to conform to the desires of the emperor
          or empress. From the map window <F10> you may press Alt-D to
          designate the currently selected world.




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          World/Name:

          Worlds can be named so that the emperor or empress doesn't have
          to remember coordinates. For example, the capital (0,0) can be
          named Home, or Earth, or whatever. From the map window <F10> you
          may press Alt-N to name the currently selected world.

          Note: Fleets can also be renamed using this command.

          World/Remove Name

          This command deletes a name from the list.












































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          7.0 SCENARIOS

          7.1 Reconstruction 4021

          This is the basic Anacreon scenario and one of the most enjoyable
          when played with multiple empires. It is four millennia after the
          collapse of the last great inter-galactic empire. Each player is
          the ruler of a fledgling empire consisting of only one planet and
          low technology. An entire galaxy waits to be conquered; ocean
          worlds, independent civilizations, ice worlds, desert planets,
          and perhaps the ruins of some ancient civilization, holding the
          secrets to advanced technologies.

          This may be played with one to four players, but is best when
          played with two or more. Here are some strategies which may be
          useful in developing an empire:

          - How aggressive should you be? All joking aside, it depends on
          the other players. If you are playing with a group of beginners,
          the idea of being non-aggressive has probably not occurred to
          them yet. An aggressive playing style may weaken them before they
          are able to adequately defend themselves. Aggressiveness against
          independent planets also helps build up one's forces quickly, but
          remember that once you have captured a planet it must be
          defended. Losing planets causes great dissatisfaction amongst
          your subjects.

          - What should planets be designated? In the beginning most
          planets tend to be self-sufficient, therefore it is wise to
          immediately designate a few ship-producing planets (preferably
          jumpships.) As planets increase in efficiency, they will begin to
          use up incredible amounts of metals. After a few years it may be
          necessary to designate a world or two as a metal or raw materials
          mine. (Raw material mines produce fuel and chemicals as well as
          metal, but these are usually not a problem until later.)

          - How do you gain technology? Well, a little luck and a lot of
          waiting will do the trick, but the clever player will designate
          one planet as a university world. This will substantially
          increase your chances of gaining new technologies, but make sure
          the planet has a tech level equal or greater to that of your
          capital or no advantage will be gained.

          - Who to ally with? Who to attack? A good rule of thumb is to
          always ally with the weaker empire against the stronger one.
          Remember that there are few scruples used in the conquest of
          galaxies--if you ally with a stronger empire you will simply be
          the last empire they turn against.








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          7.2 The Pirates of Jakarta

          Anacreon is a game system with rules and guidelines; the actual
          conflict between empires and the initial military and economic
          power of each player is determined by the scenario. Although this
          demo has only three scenarios, the Advanced Version of Anacreon
          includes many scenarios and allows you to write your own.

          The Pirates of Jakarta is an introductory scenario in which you
          (and possibly another player) attempt to build up an empire
          strong enough to challenge and conquer the planet of Jakarta.
          Although you will have only a few ships initially, by conquering
          the surrounding worlds and designating them to build warships,
          you will steadily increase your power. At first your progress
          will be unimpeded, but as the Jakartan pirates build more ships,
          you will have to worry about defending your transport fleets.
          Eventually, as your empire grows more powerful, you will be able
          to conquer the pirate capital itself.

          Here are a few hints about the scenario:

          Hunter-Killer Fleets: The Jakartan pirates often use hunter-
          killer fleets which are completely invisible to your scanners.
          There is no defense against these, except to bring warships along
          with your transports. (The Advanced Version of Anacreon allows
          you to build outposts which can detect hunter-killers.)

          The Nebula: Jakarta is hidden somewhere in the nebula. If you
          send probes to the nebula, remember that each can scan one sector
          around its destination. Also, beware of Jakartan mine fields
          which will destroy jumpships in transit.

          Relics: If you can find the old Charlatt military base, you might
          find some ancient warships, forgotten after the wars, that could
          be used by your empire.





















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          7.3 The Four Princes

          This scenario takes place three-thousand five-hundred years after
          the collapse of the First Empire. In this era, the Spinward
          Alliance is at the peak of its power, its military, economic, and
          intellectual influence touch all worlds within a thousand light-
          years. Near the edge of this great empire, the Erewohl Region is
          ruled by four feuding princes, each one determined to forge a
          great empire. As the scenario starts, the four rulers are equally
          balanced, each one poised to strike at another, but only held
          back by the fear of concerted retaliation.

          The empires have the following capabilities:

          Empire 1: This empire, at the upper-left corner of the sector, is
          militarily strong, but has a weak industrial capacity. Although
          it has fewer ships than empire 2, its modern fleet is composed of
          more powerful ships (penetrators and hunter-killers). It has a
          technological advantage over all empires except the central one.

          Empire 2: This empire is located at the upper-right corner of the
          sector and is known for its aggressiveness and military power. At
          the start of the scenario it is the most powerful empire,
          possessing over 35,000 jumpships. Its industrial production is
          second only to the third empire.

          Empire 3: The youngest of the four, this empire controls an
          ancient industrial complex. Although it is initially the weakest
          military power, its production is far greater than any other's.
          This empire is located at the lower-left corner of the sector.

          Empire 4: The central empire is the most powerful military force
          in the sector and feared by all others because of its massive
          starship fleet. The slow nature of these giant ships, however,
          make them less ideal for the hit-and-run tactics of jumpfleets.
          Because the empire borders three others, it has an extensive
          field of mines protecting its capital.



















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          8.0 REFERENCE TABLES

          Technology Levels

          The tech level of a world is a measure of its technological
          capabilities. The table below lists the base tech level required
          for each technology. For example, a jump level base planet can
          make jumpships but not hunter-killers.

          Technology Table

          Tech level               Technologies
          Pre-Technological        supplies
          Primitive                men, metals
          Pre-Atomic Level         chemicals
          Atomic Level             GDMs, trillum
          Pre-Warp Level           fighters
          Warp Level               transports
          Jump Level               ion cannons, jumpships,
                                      jumptransports
          Bio-Technology Level     defense satellites, hunter-killers,
                                      penetrators, ambrosia,
                                      outposts
          Starship Level           LAMs, starships, ninjas, SRMs,
                                      industrial complexes,
                                      command bases
          Pre-gate Level           fortresses, warp links
          Gate Level               gates




























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          World Class

          The class of a world is an indication of its environment, whether
          barren or poisonous, harsh or hospitable. The table below lists
          the types of industries that are at an advantage or disadvantage
          for each world class.

          World Class Table

          Symb    Class          Advantages       Disadvantages
           A      Ambrosia       Bio              Mining/Trillum
           a      Arid           (none)           Chemical/Agrc
           0      Artificial     Ship Yards       Chemical/Mining/
                                                     Agrc/Trillum
           B      Barren         Mining/Trillum   Chemical/Agrc
           j      Class J        Chemical/Mining  Trillum
           k      Class K        Mining           Chemical
           l      Class L        Trillum          Agrc
           m      Class m        Agrc             Trillum
           D      Desert         Trillum          Chemical/Mining/
                                                     Agrc
           E      Earth-Like     (none)           (none)
           F      Forest         Chemical/Agrc    (none)
           G      Gas Giant      Chemical/        Mining/Agrc/Trillum
                                    Ship Yards

           h      Hostile        (none)           (none)
           I      Ice            (none)           Chemical/Mining
                                                     Agrc/Trillum
           J      Jungle         Chemical/Agrc    (none)
           O      Ocean          Chemical/Agrc    Mining/Trillum
           1      Paradise       Bio/Chemical/    (none)
                                    Mining/Agrc/
                                    Trillum
           P      Poisonous      Chemical         Mining/Agrc/Trillum
           2      Ruins          (none)           (none)
           U      Underground    Mining/Trillum   Agrc
           V      Volcanic       Chemical/Mining  Agrc
                                    Trillum

















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          World Type

          The type of a world determines its principal industry. An emperor
          or empress can Designate a world to be a particular type, thus
          controlling its industrial output.

          World Type Table

          Type                          Principal Industry
          Agricultural                  Agrc
          Ambrosia                      Bio (ambrosia)
          Base planet                   Ship Yard (general)
          Capital                       Ship Yard (general)
          Chemical                      Chemical
          Independent                   Ship Yard (general)
          Jumpship Base                 Ship Yard (jumpship)
          Mine                          Mining
          Ninja Base                    Bio (ninja)
          Outpost                       (none)
          Raw Material                  Chemical/Mining/Trillum
          Research University           (none)
          Starship Base                 Ship Yard (starship)
          Transport Base                Ship Yard (transport)
          Trillum Mine                  Trillum
































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          9.0 QUESTIONS & ANSWERS

          Q: How do I start a game?

          A: Type ANACREON at the DOS prompt. When you reach the title
             screen, pull down the <Game> menu and select <New Game>.
             Choose an appropriate scenario ("The Pirates of Jakarta" is a
             good introductory solo game.) After the universe is created
             and you return to the title screen, select <Game/Begin>.

          Q: How do I quit the game?

          A: If you are at the title screen, simply select <Game/Quit>. If
             you are in the game proper, first end your turn with
             <Game/Next Turn>. When the computer asks you for your
             password, press <Esc> to return to the title screen. Now
             select <Game/Quit>.

          Q: How do I conquer a world?

          A: First you have to deploy a fleet to the world that you want to
             conquer. (If you've just started, make sure that you don't try
             to conquer a world that's too powerful. Try conquering a world
             that is pre-warp or lower.) Once you've done that, select
             <Ministry of War/Attack>, and use the default configuration.
             You fleet is now divided into different groups, one group for
             each type of ships. The <T>arget command will choose the type
             of the enemy ships that you want to attack. For example, you
             can tell your jumpships to attack the enemy fighters and your
             fighters to attack the enemy GDMs. The <E>ngage command will
             carry-out an attack, you and the enemy will lose ships. The
             <M>ove command is used to move your groups towards the planet.
             Hitting <M>ove is like hitting <E>ngage, so be sure that your
             groups are targeted properly. The <M>ove command gives you the
             option to <A>dvance your group, <R>etreat (if not at highest
             orbit), or <S>tay in the current orbit. The object of the
             attack is to land your transports on the ground.

          Q: My worlds are running out of metals, what do I do?

          A: If you have a metal mine or raw material mine that has enough
             metals, simply send a fleet of transports to that world, pick
             up some metals, and distribute the metals to other worlds. If
             you don't have metals anywhere in the empire, you may have to
             designate a metal mine. Don't forget that it take several
             years for a newly designated world to begin full production.










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          Q: Why should I designate my worlds?

          A: The designate command is used to tell your worlds what to
             produce. If you want a world to make ships, for example, you
             should designate it a base planet, jump base, or starship
             base. Remember that not all worlds are suitable for all
             designations (See REFERENCE: World Class Table.)

          Q: I want to make a world a base planet, but the option does not
             appear on the menu.

          A: The designations that a world can have depend on the tech
             level of the world. Atomic worlds and lower, for instance,
             cannot be base planets.

          Q: Why isn't my capital building any hunter-killers?

          A: Even if your capital or another world is above jump level, you
             will not build hunter-killers unless you have hunter-killer
             technology. If your are bio-tech level, you are advanced
             enough to develop hunter-killer technology; you just have to
             wait until your capital develops it. If you have a university
             world, your chances of developing a technology increase.

































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          10.0 GLOSSARY

          AMBROSIA: Ambrosia is a rare drug that increases worker
             productivity. Unfortunately, it is also highly addictive and
             causes severe psychosis on withdrawal.

          CHEMICALS: Chemicals are used to build ships and defenses.
             Chemical (type c) and raw material (type r) worlds produce
             chemicals.

          CLASS: The class of a world is an indication of its environment.
             Some worlds are barren and lifeless, making human habitation
             difficult, others are fertile and hospitable to life. The
             class of a world will affect different industries. For
             example, a barren world is not ideal for agriculture; an ocean
             world is poor as a metal mine, etc. (See REFERENCE: World
             Class Table)

          DESIGNATION: A world in an empire can be designated to produce a
             specific resource according to the wishes of the emperor. The
             type of the world is changed by a designate command.

          FIGHTER: A fighter group (fgt) is a squadron of sub-light
             interceptors based on a small warp-carrier. They are small and
             inexpensive, but possess only light firepower and no armor.
             Fighters are the weakest kind of ship, but are particularly
             vulnerable to GDMs and starships. Only base planets and
             transport bases build these ships.

          FLEET: A fleet is a group of ships and materials that acts as an
             entity. You must deploy a fleet to move ships from world to
             world, or to attack another world. Use the <Fleet/Deploy>
             command to deploy a fleet, the <Fleet/Transfer> command to
             move ships and material to and from a world, and <Fleet/Change
             Destination> to change the destination of a fleet.

          GROUND DEFENSES: Advanced worlds ordinarily have a complement of
             GDMs, ion cannons (ion), and defense satellites (def) to
             defend against ground assault. Less advanced worlds will have
             only GDMs. Fleets attacking these worlds must destroy these
             defenses before they can land troops on the surface.

          HUNTER-KILLER: Hunter-killers (hkr), like jumpships, can travel
             ten sectors a year with their jumpdrives. A hunter-killer's
             main advantage, however, is its invisibility to enemy
             scanners. A fleet of hunter-killers will can only be detected
             by sophisticated equipment found only on outposts and
             starbases. Jump bases and base planets build theses ships.








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          JUMPSHIP: Jumpships (jmp) are medium sized warships equipped with
             a jump generator. They can travel ten sectors per year and
             possess modest armor and armaments. Jump bases and base
             planets build these ships.

          METALS: Metals (met) are needed to build ships and defenses, and
             to build industry on a world. Metal mines (type m) and raw
             material mines (type r) mine metals, but generally need an
             initial input of metals to begin production. Metals, like all
             other materials, can be carried on transports and
             jumptransports.

          SUPPLIES: Supplies (sup) include the basic necessities of life
             such as food and medicine. Although most planets are self-
             sufficient, some may be too primitive to be able to support
             themselves.

          STARSHIP: Starships (str) are the most powerful type of ships.
             Although they are slow (1 sector per year) and very expensive
             to build, they are unmatched in firepower and armor. Starship
             bases and base planets build these ships.

          TECH LEVEL: The technological base of knowledge of a planet can
             be placed into different levels. Worlds that have just
             discovered atomic theory are atomic level; world that
             understand jumpspace are jump level, etc. The tech level of
             the capital of an empire determines the level for the empire.

          TRILLUM: Trillum (tri), a high-yield nuclear fuel is used to
             build ships and power fleets. Trillum mines (type z) and raw
             material worlds (type r) mine this important substance. When a
             fleet is deployed it automatically takes as much fuel as it
             can carry in its tanks, more trillum can be carried in their
             cargo holds, however.

          TYPE: The type of a world is an indication of its main industry.
             For example, a jumpship base builds jumpships, a metal mine
             mines metals. You can set the type of the worlds you own with
             the World/Designate command.

















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          But Wait, There's More...

          Tired of getting attacked by invisible hunter-killer fleets? Do
          you wish that you could increase the production of your worlds?
          Wouldn't it be nice if those damn starships could move a little
          faster? Well don't despair, now you too can be one of the
          hundreds of billions of people who rule an empire using the
          Advanced Version of Anacreon.

          Here's what you get:

          Outposts: Do you hate hunter-killer fleets? Just build an outpost
          near your capital and see those fleets appear. Detects and scans
          all enemy fleets within five sectors.

          LAMs: Fleets are fine, but sometimes you need a rapid-strike
          deployment to defend your worlds or take your enemy completely by
          surprise. Long-range Attack Missiles can be fired at all enemy
          fleets within five sectors. Be the envy of all major empires. Can
          strike other worlds too!

          Ambrosia: Too many ships is never enough. If you want to take
          your SInd to the double digits, addict your worlds to ambrosia.
          This sweet powdered drug increases worker productivity by 50%
          with no adverse side affect. WARNING: This drug is highly
          addictive and may cause severe psychosis on withdrawal.

          Messages: Now you can have full interaction with other empires.
          Send messages to all or some of the empires. Boast of your power;
          broadcast warnings when enemy fleets get too close; plan strategy
          with other empires in secret. There is no limit to what you can
          do. Be careful, though, some messages might be intercepted by the
          wrong party...

          Links: Transports are so slow that it's sometimes better to let a
          world starve. Jumptransports are fast enough, but too small to
          support the needs of large worlds. Until recently there was no
          answer to this dilemma, but now you can build a warp link
          connecting different parts of your empire. Just put your fleet in
          one end and it comes out the other end in ONE year. Works with
          all major ship types including starships and transports.

          Gates: Links are fine if you have to move metals around, but how
          are you going to convince your enemy to let you build a link near
          his or her capital?  With a gate you don't need permission to
          invade! Just put your fleet in the gate and be ready to attack
          any part of the galaxy in ONE year. It takes fifteen years to
          build, but the gains are worth the cost.








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          SRMs: Now Jakarta won't be the only empire with mines! These
          heavy duty Self-Replicating Mines can be placed around your major
          planets. Avoid the surprise attack of jumpfleets. These mines
          stop jumpfleets dead in their tracks, alerting you a year in
          advance. Or why not be offensive and mine your enemy's trade
          routes?  With SRMs you're limited only by your imagination.

          Plus much more: Command bases, fortresses, setting defenses,
          trading technology, new kinds of nebula, full production and ISSP
          control.

          The Advanced Version of Anacreon also features two essential
          playing aids:

          A Complete Manual: The soft-bound Anacreon manual is divided into
          two parts, a beginners section that explains the basics of the
          game, and an advanced section that details the fine elements of
          strategy and tactics. Complete with dozens of charts and tables,
          this volume is indispensable for the serious Anacreon player.

          Full Scenario Control: Anacreon comes with many scenarios, but if
          you want to create your own, you can follow the simple
          instruction and read the complete scenario specifications. Make
          your scenarios as simple or as complicated as you want, from a
          basic war game to a challenging adventure game.

          To order a copy of Anacreon send $35.00 check or money order to:

                         TMA
                         15 Whittier Rd.
                         Natick, MA 01760

                         (508) 655-5823























                                       - 26 -



     Anacreon: Reconstruction 4021                          Basic Version 1.30


          ANACREON Order Form

          IBM PC/XT/AT Compatible with 512K and DOS 2.x or higher required.

          Name:   ________________________________________

          Address:________________________________________

          City:   _____________________ State:____________

                                     Zip Code:____________



          [ ] 3" 720K Disks   [ ] 5" 360K Disks

          ________ Copy(ies) of ANACREON at $35.00 each.

                                             Total: _____________

           Mass. Residents 5% Tax ($1.75 per copy): _____________

                                    Total Enclosed: _____________

































                                       - 27 -

