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"2200 AD" ("future") (version "1.0")
Futuristic game by Jay Scott.
Notes to "future":
A science fiction Xconq period.
It's weirder and wilder than the historical periods provided with the game.
Lots of things happen faster, so the game is often shorter.
This is in the public domain.
----- ----- strategy ----- -----
The game is designed so you need to have at least a few of every
kind of unit to do well in a full game. (You may be able to get by
without transport subs if you start out on a big continent.) If
anybody finds they can consistently do well without some kind of unit,
I want to hear how so I can fix it!
Every unit has at least one nemesis which can destroy it relatively
easily. Your goal should be to fight every battle at an advantage,
pitting each unit against its natural prey--saucers against hovercars,
defenders against saucers, hovercars against defenders.
Rockets ensure that the game doesn't drag on too long. Invasion is
risky, but when it works the invader wins quickly. Rockets by contrast
are a slow but steady way to nibble at the enemy production base.
Machine players are especially easy to defeat in this period. If you're
lucky enough to start near one, you can blitz it with hovercars and
saucers and win in short order. It takes longer if you're far from
the robot. Gaining air superiority is usually the first step.
The game hasn't been played by enough people for me to tell what
strategies are best in different circumstances. If I've done my
job well, the best plan will depend in detail on the opponent and
the situation, and you'll have to think hard.
I'd appreciate any comments.
Jay Scott, August 1987.
...bpa!swatsun!scott
...seismo!bpa!swatsun!scott
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-- -- "ng-weird"
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