Nuclear War

A Note on Sounds and Graphics:
Nuclear War uses virtually all chip memory of your machine, whether it
be 512K or more, and it is recommended that multi-tasking not be used
while running the Nuclear War program.

Also, Nuclear War detects how much memory your machine has (512K or more)
and loads extra sounds and graphics if your machine has more than 512K
available.

Controls and Menus:
In the manual, whenever it directs you to "click the mouse button" use
the left mouse button.  To restart or quit a game while playing Nuclear
War, select the appropriate option from the menu with the right mouse
button.

Nuclear War Challenge:
Only a few have seen it, but in certain cases a city population becomes
so enormous that a Metropolis is forced to become a Domed City.  Can you
end your game with any Domed Cities?

NUKE: The Nuclear Age Magazine

HOW TO START NUCLEAR WAR
   Welcome to Nuclear War!  As leader of a global power in a fictional
world, you must lead your nation to victory by being the last remaining
country in the world.  You must use every means at your disposal to win,
whether it be through the cunning use of propaganda campaigns or through
the devastating force of a tactical nuclear strike.  You must take
advantage of the weak and scheme against the mighty to insure your place
as the ultimate victor.

Selecting Opponents
   After the title sequence has concluded, you will be presented with
the Nuclear War Opponent Screen.  You may choose four global leaders out
of the ten available to compete with.  To learn more about the global
leaders, read the article entitled Global Leaders.  To choose a leader,
simply move the pointer to the leader desired and click the mouse
button.  A yellow happy face will appear in the upper right-hand corner
of the leader's video monitor.  If you wish to change your video
selection, simply click on the leader again.  The happy face will
disappear, and you may select another leader.  Continue this process
until you have selected the four leaders you desire.

   After you have selected four leaders, click on the "Nuclear War"
title.  If you wish a random selection of leaders, click on "Nuclear
War" without choosing any leaders.  Additionally, you may choose one,
two, or three leaders and have the remaining space(s) randomly filled.

Starting Game Play
   After you have clicked upon "Nuclear War," the game will begin by
loading the Diplomacy Terminal.  It is from this screen that your
actions, and the actions of the other world leaders will be decided.

Diplomacy Terminal
   The Diplomacy Terminal is where all aspects of the game are decided.
The terminal contains individual monitors for the four other global
leaders, icons for missiles, warheads, bombers, and defense systems
as well as building up your nuclear stockpile and conducting propaganda.
The terminal also has a central viewer which shows the current
demographics of each country's population.

   The central viewer automatically shows your own country and it's
population.  To view another global leader's country, simply click upon
the desired leader's face and his or her country will be shown.  To
return to a view of your own country, click upon the face of the leader
whose country you are currently viewing.

   While using the Diplomacy Terminal, there are two actions which
should be completed.  First, you may set your current attitude towards
the other global leaders by clicking on the selected leader's happy face
until the desired attitude is shown.  To learn more about the different
attitudes , read the International Relations article.

   Secondly, the leader's face sends a message to you.  The expression
lets you know what to expect from that leader, whether it be friendship
or antagonism.  At the beginning of the game, all leaders treat one
another neutrally.  From then on, every action affects how each leader
feels toward you and each other.  Each leader has five different faces.
Their range consists of Hostile, Unfriendly, Neutral, Friendly, and
Benevolent.

   In the lower right-hand corner of their view screen, the leaders
have a number that represents how that leader feels toward you.  A
rating from 0 to 99 will appear on the card.  A "0" would mean that
the leader hates everything about you and that all of his or her
immediate attacks are headed in your direction, a "50" would mean that
the leader retains neutral feelings toward you, and a "99" would mean
that you can do no wrong in the leader's eyes and that you have
nothing to fear from the leader, unless you are the only other remaining
nation.  To find out how each leader feels toward one another, click on
the leader's face.  The other three leaders now have a different rating
number while the leader you selected has none.  The leaders' rating
numbers now reflect how each leader feels toward the leader revealing no
rating.  It is not recommended that any form of attack be launched
against someone who likes you.  As much as they liked you before, they
would now hate you the same amount.  Betrayal is a costly thing.

   After you have set all of your attitudes, you need to decide your
action for the upcoming game turn.  You may choose whether to build your
nuclear arsenal, launch a propaganda campaign, ready a defense system,
or prepare a nuclear strike.  You may attempt only one of the four
actions per turn.

Building
   To build missiles, bombers, warheads, and defense systems, click on
the Build icon in the upper left of the Diplomacy Terminal.  Clicking
on the "Nuclear War" logo ends your turn and sends you to the Global
Monitor Screen to view the actions of all the leaders.

   Your ability to produce a weapon component or defensive system depends
on the amount of cities you have.  At five cities, production is at peak
efficiency.  At one city, production is at a minimum.  Additionally,
the more powerful weapon components and defensive systems are harder to
build than those of a lesser magnitude.  Items built will be listed on
the Teletype machine of the Diplomacy Terminal after all actions have
been resolved on the Global Monitor Screen.

   A green light will appear if you have at least one of any specific
weapon component oe defense system.  When you run out of a weapon
component oe defense system, the light will turn red.

   If you build twice in a row, all global leaders will automatically
distrust you.  You are withdrawing from global politics and Stockpiling.
It is not recommended that you Stockpile, as even friends will begin
to hate you.

Propaganda
   In order to conduct propaganda, you must first select a target.
Choose the leader whose country you wish to bombard by clicking on his
face.  Select the enemy city you wish to blitz with the propaganda
campaign by moving the pointer over it and clicking the mouse button.
The results of your campaign will be played out on the Global Monitor
Screen after you click on the "Nuclear War" logo to end your turn.

   A propaganda campaign can cause from 1 to 10 million people to leave
their homeland for your country.  The actual number of people who emigrate
is dependent on the size of the city and several other factors.

   An important note: propaganda attacks have the largest chance of
something going wrong with them.  Almost anything can result if a
propaganda campaign misfires.  Beware of excessive use of propaganda.

   To learn more about what happens when calamity strikes, read the
article entitled Disasters!

Defense Systems
   When you are low on population and know that you will be the target
of a nuclear strike, it is time to think seriously about deploying a
nuclear defense system.  To prepare a defense system you may either
click on the Defense icon, which automatically loads your most potent
defensive system, or you can manually select one of the system types by
clicking on the desired model name.

   To learn more about the different capabilities of defensive systems,
read the section about defensive weapons in The Nuclear Arsenal article.

Nuclear Strike
   A nuclear strike, the most deadly and effective form of attack,
actually takes a minimum of two turns to execute.  This is because it
consists of readying the carrier and then readying the nuclear payload.

   To ready the carrier, select the missile or bomber you desire to
launch.  If you click on the Missile or Bomber icon, the largest capacity
carrier of the selected type will be chosen.  If you want a specific
carrier, click on the desired size listed adjacent to the proper icon.
After selecting a carrier, click on the "Nuclear War" logo to end your
turn.

   On the turn after the deployment of a carrier, select an enemy city
to target by clicking on it.  To load a warhead onto the carrier, you
may either click on the Warhead icon, which will ready the largest
possible warhead for the missile, or choose a specific size from the
list next to the Warhead icon.  To culminate the nuclear strike, click
on the "Nuclear War" logo.  Be aware that if a warhead is not placed
on the carrier and some other course of action is taken, the carrier
will be wasted.

   If you launch two carriers in a row, your allies will dislike you.
You are wasting precious time and endangering alliances.  Do not
vacillate, launch a warhead!

   To learn more about the different missiles, bombers, and warheads,
read the appropriate section in The Nuclear Arsenal article of Nuke
Magazine.

Global Monitor Screen
   After you have decided the plan of action which you will follow, end
your turn by clicking on the "Nuclear War" logo.  The next screen you
see is the Global Monitor Screen.

   At this screen the actions of all five global leaders will be played
out.  An animation sequence for each nation represents what action
each leader decided to do for their own country.  A printed message
runs across the bottom of the screen further clarifying the various
actions.  If you wish to hasten the animation sequences, click the
mouse button.  After the last country has completed its action sequence,
you will be returned to the Diplomacy Terminal.

City Sizes
   There are five different icons representing the myriad of sizes
cities can be.  They range from a small Tent to a sprawling Metropolis.
Here is a breakdown of the population size each icon depicts:

      Tent: 1-4 million people
      Thatched Hut: 5-9 million people
      Cottage: 10-19 million people
      Mansion: 20-29 million people
      Metropolis: 30 million people and beyond

Losing a City
   Whether it be from propaganda, a disaster, or a nuclear strike,
the attrition of population cities face can be devastating.  But
what happens when a city's population is completely eliminated?  The
city is destroyed and will never be able to sustain life again.  It is
now a permanent crater.  This reduces your or your enemy's building
capabilites and brings you just one step closer to being annihilated.

   If you call a nuclear strike or propaganda campaign against a city
that has been obliterated by an opponent, then your course of action
was wasted.  The opponent got there first, and there is nothing
left to destroy or lure away.  The foiled strike or campaign is referred
to as a "military exercise."  No leader likes to admit that he has
been beaten.

Final Strike
   When a nation's last city is destroyed by any means, the country's
dying action is to launch a last, desperate strike against all of the
remaining players.  One random inhabited city in each surviving
country is targeted by the felled player.  If the player does not have
enough carriers or warheads to strike the nations remaining on the
globe, the nation he hates the most is attacked first, and then the
second most hated is attacked, and so forth until the arsenal is
depleted.  If the player has carriers and warheads to attack more than
one city per nation, the excess armaments are wasted.  Only one city
per nation may be targeted, no matter what the situation is.

   The Final Strike, which the computer controls, occurs after the
round in which a nation was destroyed concludes.  The computer also
selects the most powerful weapon combinations and launches the
carriers one after the other into the remaining territories.

   After a Final Strike, the decimated leader no longer appears on the
Diplomacy Terminal and is replaced by a dead screen.  The leader is
completely removed from play, and his turn will be skipped on the
Global Monitor Screen.

   If the human element is knocked out of the game, the computer will
enter a fast-mode of play, never leaving the Global Monitor Screen,
which accelerates toward the end of the game.  The surviving computer
player, if there is one, wins the game and has a chance of having a
score recorded on the High Score List.

  High Score List
   Scores are determined by both the number of cities the survivor has
and the final population the survivor is left with.

GLOBAL LEADERS

Infidel Kastro
   Until the marriage of his elder sister, Infidelity, to the president
of a superpower nation, Infidel's homeland was considered a low-
budget banana republic.  As soon as she could, Infidelity had her
husband, Nikita Chikita, ship nuclear missiles by the boatload to
Infidel.  This shot-in-the-arm allowed eager Infidel to enter the arena
of global politics.  Glorying in the part of the young upstart,
Infidel has generally inflamed global tensions and pushed the demands
of his otherwise insignificant nation under the other leaders' noses.
The other leaders have reluctantly been forced to deal with the pesky
and obtrusive power Infidel represents.

   Infidel truly appreciates and admires some of the more extablished
global leaders and plays up to them.  If impressed suitably, Infidel
can make a staunch ally.  If angered or displeased, Infidel's ever-
present cigar will flare up, most likely with several million citizens
suffering from the sudden flare of a nuclear blast.

Mao the Pun
   This rotund punster's rise to power has been phenomenal.  Youngest
son in a family best called a horde.  Mao left the family farm and
went to the city to start a new life for himself.  He worked nightclubs
as a stand-up comedian, cracking up the audience with trull awful puns
and his outrageous, uniform clothing.

   Mao grew quickly in fame, finally landing his own nationally syndicated
TV sitcom, paired with a beautiful, if somewhat vacant, former talk show
hostess.  His popularity constantly increased, as did the population in
his very own homeland.  Inspired buy the rise to power of a bad B-movie
actor's rise to political glory in a neighboring nation, Mao ran
successfully for national office.

   Unaccustomed to such power, Mao's tenure in global politics has been
rather tentative.  He prefers to concern himself with domestic issues
and puns rather than to worry about the other leaders.  If treated nicely,
Mao will reciprocate.  If angered, Mao will attack.  The simple policy
suits his nation fine, as they believe that they will eventually overrun
the world as the propagate like rabbits.  Mao's reign is interrupted
intermittently by rapid population increases, causing overcrowding
problems.

Ghanji
   The spaced-out musician and herb farmer was thrust into global
politics unwillingly.  A member of an international coalition of music
greats united for world harmony, the aged Ghanji was called upon to
use his popularity as a reggae superstar to rally his countrymen behind
him and become an international force for peace.

   Now, forced into an unwanted position of power, Ghanji uses his
magnetism and music to obtain what he desires.  An avowed pacifist,
he will never use a nuclear weapon.

   However, due largely to his international popularity as a reggae singer,
he excels in the use of propaganda.  When he conducts a propaganda
campaign, it works at an increased rate of effectiveness.  Also extremely
gullible, he will attempt to befriend any who prefer the use of
propaganda to nuclear force.

Jimi Farmer
   Mister Farmer is a perfect gentleman, and he always attempts to treat
his contemporaries fairly and with equanimity.  Jimi was a virtual nobody
until, due to internal strife within the opposition party, Jimi grabbed
the reins of power of his nation.

   Jimi is reticent to use nuclear weapons and prefers the cunning use
of propaganda to lure people to the honest ways of peace and unity.  His
passiveness and genuine desire for world peace make some people think
of him as a pushover.  But be warned, Jimi does not tolerate any sort of
deception, and if threatened he will attack viciously and thoroughly.

   A valuable piece of information about Jimi is that he often has
family crises and must break off international relations to deal with
whatever problem exists.  This disruption cancels any and all actions
planned for his nation.  More often than not, his brother Bili, an
embarrassment to the family, is the cause of whatever disruption occurs.

Mikhail Gorabachef
   Mikhail was a minor chief of state visiting a nuclear power plant
when a gigantic meltdown destroyed the entire countryside.  Mikhail
caused the meltdown when he spilled a soft drink on the main control
panel.  Mikhail was the sole survivor of the accident and escaped with
only one major scar.  Some soda splashed onto his head and the
radiation burned it into his scalp, causing him to lose most of his
hair surrounding the permanent soda stain.

   Mikhail quickly lied his way to the top leadership post in his
nation, citing that the old regime was negligent in caring for the
populace.  He quickly cleared all government positions of
competent administrators and replaced them with his friends and family.
He then made many speeches telling his nation and the world how much
more prosperous his country was under his rule.  Mikhail and his close
acquaintances were the only ones who prospered, piling huge Swiss Bank
Accounts and appearing on tabloid talk shows.

   Especially sneaky and amazingly believable, Mikhail constantly lies
and gets away with it.  His favorite tactic is to act friendly to a
nation he wants control of, and then, when it is least expected, he
will mount an all-out nuclear strike against the nation.

Tricky Dick
   One of the most nefarious leaders of all time, Tricky Dick could
sell hamburgers to a Hindu.  He knows everybody's weakness and vaunts it.

   Tricky Dick was a Used Car Salesman until he gained political power
by selling a prominent politician a car once owned by an unsavory
character of the underworld.  Tricky Dick neglected to mention that one
of the extras the car came with was a bullet-riddled corpse in the trunk.
After the sale, Tricky Dick immediately called the local Sheriff, his
brother-in-law, and had the political chief arrested.

   Tricky Dick then entered politics with a campaign based upon morals
and ethics.  Unfortunately, he lies like an old rug and is merciless.
Many a world leader has met his doom after heeding Tricky Dick's advice.
Yet, he exudes an incredible aura, and the world leaders cannot help
but like him.  Even if he does something that would normally provoke
a confrontation, global leaders will simply say, "Ah, I've been Dicked
again," and smile at him.

Colonel Malomar Kadaffy
   Malomar is the extraordinarily disturbed son of a failed cookie
tycoon.  Dissatisfied, young Malomar associated with certain, aspiring
politicians who wanted to change the power structure within their
homeland.  Malomar, a certified lunatic with erratic fits of paranoia,
soon grasped the reins of leadership from his erstwhile companions, who
were in fact glad to have such an ambitious man in their midst.

   After a successful military coup, Malomar's staunchest supporters
came to congratulate him.  Malomar promptly had them all executed,
thinking that they were after him.  Now, reasonably assured that no
one was against him, he began his confused rule.  Age old allies were
attacked for no reason, dire enemies were sent foreign aid, and his
father's cookies became the national currency.

   Dealing with Colonel Malomar in global politics has the same effects
as rolling a die continuously, namely random results.  Also, it pays
to shoot down any missile or bomber Malomar launches.  He is so
disturbed that he occasionally affixes a 100 megaton warhead to any sized
missile.  Sometimes this attack works with cataclysmic effects.
Oftentimes, the warhead falls off prematurely.

Ayatollah Kookamamie
   The Ayatollah Kookamamie started life as an innocent altar boy, until
one day he was locked into the end receptacle of a laundry chute.  He
was found there three days later, completely entombed in the monk's robes
and sheets and gibbering like a crazed idiot.  After much intensive
psycho-therapy and extensive shock treatment, the Ayatollah was released
back into society.

   Upon release, he promptly gathered together his most fanatic
acquaintances and formed a group which sought to enlighten the masses
to the advantages of living the life of an aesthetic dressed in bath
towels and linen, especially fitted sheets.  His followers are commonly
see prancing about in the streets, dressed in sacred sheets and towels,
begging for donations.

   Dressed constantly in high religious regalia, sheets respectfully
adorning his body and a holy bath towel wrapped reverently about his
skull, the Ayatollah is highly chaotic and dangerous.  The majority of
global leaders believe that the Ayatollah should be dry-cleaned before
his influence spreads.

Ronnie Raygun
   Perhaps the most charismatic leader of recent times, Ronnie is
completely out of touch with reality.  He started his career as an
organ grinder.  Ronnie's partner was a super-intelligent chimpanzee,
named Nancy, that he rescued from a genetic research lab.  The chimp ran
every aspect of Ronnie's life, the superior intellect clearly asserting
itself.  Nancy wanted revenge against genetic researchers and forced
Ronnie to run for national office.  Soon after Ronnie assumed power,
Nancy died, leaving Ronnie without guidance.  Under Ronnie's tenuous
grasp, his country no longer heads anywhere.

   Ronnie is now entering senility and is constantly tired and grumpy.
Be warned, when Ronnie misses his morning or afternoon nap, he becomes
downright cranky!  This, coupled with the fact that he sometimes thinks
that he is living in a Spaghetti Western, makes Ronnie somewhat of a
mindless warmonger.  Ronnie is always a step away from his favorite,
shiny toy, The Button.

   Every once in a while Ronnie completely forgets his current attitude
toward the other world leaders and will start negotiations anew with each
of them.  This is perhaps the only reason nuclear war has not broken out
during his reign.

Prime Minister Satcher
   The only female leader, Prime Minister Satcher gained her position
by being especially ruthless and bloodthirsty.  This appealed to the aged
aristocracy of her blighted nation, who promptly backed her ascension
to global power, hoping for a last, glorious war.

   Under her reign, her decaying nation has selected assorted Third
World Nations to thrash upon.  The populace has accepted Satcher's
incessant declarations of war, and she has even drawn up much support
for her actions.  Recently her popularity has peaked after she personally
lead an assault to reclaim an island chain that a particularly silly
nation thought they could claim.

   Satcher has no qualms about pressing a conflict to the breaking point
and starting a gory bloodbath.  Known extensively as "P.M. Satcher,"
she is prone to inexplicable fits of extreme violence.  The other
world leaders dread those few, inevitable days when they have no choice
but to placate the moody and irascible autocrat.

THE NUCLEAR ARSENAL
   Tired of the absurd requirements that the bureaucracy sets upon you
to run your country?  Does one of your global neighbors just flat-out
annoy you?  Are you sick of the patter of mindless feet as the victims
of propaganda campaigns rush back and forth between the world's nations,
continuously defecting and immigrating?  There is a way to end all of
these problems.

Just press The Button.
   But what will you launch?  How much damage can your weapons do?  How
many megatons can each missile or bomber carry?  We at Nuke Magazine
have consulted with some of the world's leading experts and have come
up with these answers.

Warheads
   Limited to four basic sizes, warheads are an integral part of the
nuclear attack.  Though of varying potency, all four have the same
end purpose, that of population reduction.

   The 10 megaton warhead, affectionately called "Boom-Boom" by the
military brain trust, is the smallest, most widespread and basic unit
of power in the nuclear arsenal.  On its own, it can inflict damage
capable of destroying a base of two million people and can be launched
on any missile or bomber.

   The 20 megaton warhead is the favorite explosive of most world leaders.
"Raging Death" delivers a rampaging fireball of destruction capable of
obliterating a base of five million people, much more effective than
multiple 10 megaton strikes.  Another advantage is that "Raging Death"
is fairly easy to produce and can be launched on almost all missiles.

   Normally saved for truly despicable opponents, the 50 megaton warhead
BBis unquestionably a tool of mass destruction.  A base of 10 million
people can be purified in this tidy parcel of flaming death, sometimes
called "The Cleanser."  The only drawback is the limited amount of
carriers available for this potent payload.

  "Buster," the warhead of last resort, is the 100 megaton payload that
does it all.  This angel of the Apocalypse kills outright a base of
a mere 25 million people, effectively altering the balance of power in
the agressor's favor.  Beware! If "Buster" chances to target upon a
nuclear stockpile, the results could be catastrophic for everyone.

Missiles
   The classic form of nuclear attack, missiles are also the more
popular of the two delivery systems.  Easily mass produced and thus
relatively cheap, every nation can afford extravagant military expenditures
on missiles without protest from the masses.  However, missiles are only
good for a single attack, as they explode with the warhead.

   The foul Carnage Missile has the smallest capacity of any nuclear
delivery system.  It can only carry a single 10 megaton warhead.  It is
mainly used when countries do not wish to waste a larger missile on a
small, 10 megaton warhead.

   Again, mid-size destructive power wins the nuclear popularity poll.
The gruesome Gravedigger Missile foments destruction wherever it goes,
carrying either a 10 or 20 megaton warhead in its formidable confines.
This is easily the most used and useful of all delivery systems.

   Deathbringer.  Not much else besides the name needs to be said about
this missile when it is loaded properly.  It can carry 10, 20, or up
to 50 megatons of portable Armageddon as its payload.  Many countries
build up defense programs specifically against the ravages this high-
tech missile can produce.

   Sheer possession is all a country needs for the Pacifier Missile to
subdue unwieldy neighbors.  Few in number and closely hoarded, the
Pacifier delivery system has the capability of crippling the strongest
of powers or putting an end to the most feeble of nations.  It alone
of missiles can carry the dread 100 megaton "Buster" warhead.

Bombers
   Bombers are steadily growing in popularity throughout the world's
military echelons.  The can service multiple global areas and can carry
combinations of warheads until they have reached their peak payload level.
Their flexibility and general usefulness is slowly overcoming the
ridiculous price tag that is generally associated with them.

   The reliable NP-1 is the first bomber that attained widespread global
usage.  Known widely as the "Nuclear Postman," the NP-1 has never missed
a prompt delivery of its fiery parcels of radioactive joy to date.
The "Nuclear Postman" can carry up to 50 megatons of atomic mail, but
more than that is forbidden.  And don't worry, this postman delivers
on Sundays, too.

   The GR-2 bomber, commonly known as "The Grim Reaper," is the single
most potent delivery system ever.  "The Grim Reaper" may carry any
combination of warheads up to 100 megatons.  Combinations range from
a single service venture with a "Buster" warhead or a succession of
service contracts with any combination of lesser warheads not exceeding
100 megatons of ruination.

** NOTE: Bombers may carry any combination of warheads that do not
exceed the maximum payload capacity.  Ready the bomber, on the next turn
target and load the first warhead.  On the following turn, target and
load the second warhead.  Continue this process until maximum capacity
is reached.  For example, if a GR-2 were at 90 megatons capacity (say
from a 50 meg and then two subsequent 20 meg warheads), it could only
carry a 10 meg warhead on its fourth and final bombing run.  When bombers
have reached capacity or anything other than a warhead is played by that
global leader while a bomber is deployed, the bomber is nullified and
disappears from the arsenal.

Defense Systems
   Defense systems are normally deployed as a last resort.  They are
used either to protect the last remaining vestiges of a ravaged
population or when a nation has run out of offensive options and
believes itself to be the target of a nuclear strike.  However, the
strategic use of a defense system can effectively crush an enemy
nation's offense.  Remember, a defensive system destroys all carriers
that it is able to during the turn in which the defense system is deployed.

   The Laser Net Defense System can shoot down and destroy any hostile
missile.  Sadly, the deadly pincers of laser light wielded by Laser Net
have proved wholly ineffective versus a nuclear strike conducted by
bombers.

   The ultimate in defense capabilty, the Peacekeeper MegaCannon can
destroy any hostile nuclear strike launched against the home nation.
Both missiles and bombers are easy targets for this formidable implement
of defensive vindication.

DISASTERS!
   As a global leader, you are responsible for the health and well-being
of your citizens.  You must promote their ideals and satisfy their
wants.  And in the Nuclear Age, you must protect the masses from
explosions, radiation, and fallout.

   You try your best to fulfill these necessities, but some things
are just doomed to failure.  An earthquake can destroy the best-made
bomb shelter, or a nuclear meltdown can destroy your most fertile
farmlands.

   Nuke Magazine has compiled a list of inexplicable occurences, good
and bad, that can alter a nation's position.

Earthquakes

   A random disaster that has no mercy, the earthquake strikes
infrequently.  A cause of major distress worldwide, an earthquake can
level any one city in a matter of moments.  No one city is immune, from
a sprawling metropolis to a ram-shackle hut.

Nuclear Meltdowns
   What can be said?  Accidents do happen, even in places with hundreds
of safety checks and failsafe devices.  Of course, some accidents are
more disastrous than others, and this particular one is perhaps the
ultimate "Boo-Boo."  Press the wrong button, spill soda on the wrong
panel, or fall asleep at the wrong time, the end result is the same.
The surrounding countryside will be uninhabitable for a century or more,
and there are always other locations to spend your vacation at.  You
probably did not really need that city anyway.

Population Explosions
   And everyone thought that only Mao had these.  Every once in a while,
for no apparent reason, a mass of babies will be born.  Maybe it was the
fertility drugs which lace the water supply, or the musk which circulates
with the air conditioning, or it could have been those oysters everyone
was forced to eat.  It could have just been hormones.  Never mind why,
you now have more constituents to brainwash.  Be thankful!

Mass Defections
   Face it, not everyone is going to agree with the way you run your
country.  They will probably even spout some lies about how superior
your neighbor's nation is.  Hell, the guy's probably a plant, and you
know it!  Anyway, you might lose some people to one of your neighbors.
Of course, you might gain some of your neighbor's population when his
population finds out the truth about your outstanding nation.

Forcible Ejections
   Sometimes, dissident factions are discovered before they gain power
enough to disrupt your absolute control over the nation.  What do you
do with these trouble makers?  A mass execution would lend sympathy, and
they cannot be convinced to follow your lead.  The answer, a rather
ingenious one, was the Human Catapult.  This titanic catapult launches
all dissidents to the country of their choice, "Par Avon."

Cattletech
   A perverse mutation of the Human Catapult, Cattletech substitutes a
heard of cows for the regular, human ammunition.  Created by a
psychotic who held much malice for Ghanji, Cattletech is used when a
nation cannot or does not want to take any Bull from any country.  This
devastating weapon creates mass hysteria, chaos, and havoc.  As soon
as the war cry, "Cherchez la vache!" is uttered, fear enters the heart
of even the most brave.  The airborne cows crush houses, cars, schoolsm
hospitals, and even fast-food restaurants.  Those cows that survive the
shock of being flung through the sky thousands of miles stampede in the
target nation, destroying everything in their path until the last cow
turns to hamburger.

Flying Saucers
   Reports that we are being watched by our brothers in space are true.
And they are amused.  Better than the worst action movie for sheer
devastation per minute, the aliens have decided that the human race must
be kept alive.  They target on one of the most promising cities,
chosen for brutality and stupidity, and clone it.  Two identical people
where there was one, twice the total population, and twice the potential
for mayhem!

16-Ton Weight
   No one knows for sure where this bizarre technology came from or what
warped mind created it, but all fear its ruinous effects.  Materializing
over a seemingly random city, the 16-Ton Weight drops down on the
populace, doling out the truly squishy death en masse.  The weight drops
again and again, until nothing is left but a flat wasteland.

Space Cadets
   Every nation has them.  They creep in the sewer system, infiltrate
houses, and breed.  No leader knows what to do with them.  Occasionally,
they gain enough money, hire the right people, and BINGO!  They're gone!
They strap a big ol' rocket engine to the bottom of the city, pop a big
ol' plastic shell on top of the city and WHAMMO!  The city is gone
out to space to live in the 1.5 Orbital Pattern, where it is safe.

INTERNATIONAL RELATIONS
   In order to help you, the aggressive global leader, gain an edge
over your opponents, Nuke Magazine has prepared a report on the
different personalities the other global leaders are thought to hold.
Also detailed is the art of Happt Face Diplomacy, which is the cornerstone
of Nuclear Age politics.

Personalities
   After much in-depth research, five basic personality types were found
among the ten dominant global leaders.  At first, we thought there was
only one type, Absent, but after several years of observation with the
most powerful electron microscopes, subtle differences were found.  The
five personalities are Standard, Pacifist, Liar, Chaotic, and Warmonger.
Coincidentally, a pair of leaders match each personality type.  Following
is a definition of each personality type and a list of which leaders
exhibit them.

Standard
   Basically, this is the control group personality.  Reactions
displayed by other personalities could be traced back as a mutation
upon the Standard reaction.  What is the Standard reaction though?

   If you antagonize a Standard leader, the leader will dislike you.
If you cultivate a friendship, the leader will like you.  A Standard
personality will feel neutral towards anyone until reason for change
is shown.

   The leaders evincing Standard personalities are Infidel Kastro and
Mao the Pun.  Standard personalities are among the easiest to manipulate.

Pacifist
   This is really the most odd personality type for a global leader.
What do the Pacifist leaders think?  Do they honestly believe that
they can advance the goals of their citizens and nation through peace
and non-violence?

   Pacifists prefer to use propaganda over tactical nuclear strikes
and are very successful propagandists.  If pressed into a corner or
thoroughly angered, the Pacifist will contemplate nuclear action.

   Ghanji and Jimi Farmer are avowed Pacifists.  They are both extremely
tough opponents, angered easily by nuclear strikes and yet highly
susceptible to lies.

Liar
   Though all global leader have the tendency or should we say aptitude,
for lying, a selected few cannot ever seem to tell the truth.  They feel
that if they told the truth, all of their plans would be revealed.
Considering that everyone knows that their plans consists of varying
ways to subvert the world to their every whim and that they are lying
through their teeth when they speak of harmony and brotherhood, lying
seems rather pointless.

   A Liar is hard to gauge.  He might be frothing mad at you, and yet
he will bash your enemy.  Or, he might profess friendship for you and
respect for your ideals and then turn around and annihilate your
nation.  What makes a Liar all the worse is that sometimes the Liar will
sneak some truth into your dealings.  So, when you expect the opposite
the Liar actually does what he says.

   The most famous Liars in the world are Tricky Dick and Mikhail
Gorbachef.  They are the two most difficult global leaders to conquer.

Chaotic
   Some leaders defy definition.  Their reactions are truly random
and diverse.  They may attack you because it is a cloudy day, they may
attack you because it is a sunny day, or they may attack you because it
is any day.  Chaotic leaders are essentially insane and wholly
unpredictable.

   They act like small children, doubting of their friends and hopeful
of their enemies.  Caution is best used when dealing with Chaotics.
Stay aware of their reactions, and you might discover a method to
their madness.  Your method is wrong; however, they are truly chaotic.

   The Chaotic personalities are quite obvious: Colonel Malomar Kadaffy
and Ayatollah Kookamamie.

Warmonger
   This is a straight-forward personality.  Warmongers will be your
friends so long as you help them nuke their enemies.  Use wimpy
propaganda or attack them or one of their friends, and they will
happily nuke you until only swirling, radioactive dust clouds
inhabit your cities.

   The two Warmongers are Ronnie Raygun and Prime Minister Satcher,
and they are both relatively easy to control.

Happy Face Diplomacy
   There are five different happy faces: Benevolent, Friendly, Neutral,
Unfriendly, and Hostile, each representing a different attitude which
you can adopt toward any global leader.  The same attitude will affect
each leader in a different manner.

   While a Hostile attitude might increase a Warmonger's like of you,
it will thoroughly annoy a Pacifist.  Discover the reactions the
different personality types have to each happy face, and use the
results well.  A word of warning: As the leader's attitude (face)
changes, so does the affect of the different happy faces.

   Remember, not even the most effective usage of happy faces
will alleviate the problems caused when you Stockpile, launch
consecutive missiles or bombers with no warheads, or waste time.
All actions affect attitudes held by each leader, so be careful.


