@dircategory Games @direntry * Dominion: (dominion). Dominion Manual.
Copyright (C) 1996 The Dominion Project
Permission is granted to make and distribute verbatim copies of this manual provided the copyright notice and this permission notice are preserved on all copies.
Permission is granted to copy and distribute modified versions of this manual under the conditions for verbatim copying, provided that the entire resulting derived work is distributed under the terms of a permission notice identical to this one.
Permission is granted to copy and distribute translations of this manual into another language, under the above conditions for modified versions, except that this permission notice may be stated in a translation approved by Free Software Foundation.
Dominion is a multi-player world simulation game. Each player is the leader of a nation, and makes decisions for that nation. The decisions are political, military, diplomatic and economic, and all are extremely important for the well-being of a nation. Some nations can be played by the computer. These nations are called CNs (Computer Nations). They play a challenging game, and are quite useful if few human players are available.
Dominion has features from fantasy role-playing games, educational games, and war games. A player needs to develop a character as the leader of a nation, keep a healthy economy, and develop a strong military force using magic or technology.
The dominion world is broken up into small areas called sectors. Each nation tries to occupy sectors and employ people in them. The nation's leader decides what the purpose of each sector should be, and what the people in the sector will produce.
All nation leaders possess a magical palantir which allows them to communicate with each other. Nations may send mail to each other, or post publicly readable articles to various newsgroups. Nations also receive mail from the dominion game itself informing them of events in their nation and the world.
Each leader must try to obtain the resources needed to run his nation, and use them wisely. The main resources are money, metal, and jewels. The unit of currency in Dominion is sheckles (abbreviated sk.) These resources can be spent for various things, such as building cities, drafting armies, or hiring mages to perform magic. In addition, resources can be invested in technological or magical research. This research will yield new technology which will improve your nation, and new magic spells and spirits will become available to your mages.
Most of the moves you make are not resolved until the end of a turn, when the update is run. This update will incorporate your changes into the world database, then it will update your economy, handle migration of people, resolve battles and conquest of land, and a few other things. You will receive mail informing you of what happened to your nation during the update. The time elapsed between updates is called a thon.
Dominion is available by anonymous ftp from `alpha.gnu.org', in the directory `/gnu/'. As I write, the latest version there is `dominion-2.6b-interim.tar.gz'. The URL for that is @url{ftp://alpha.gnu.org/gnu/} and you should check which the most recent version is in that directory.
Dominion now follows the GNU coding standards, which means that the installation is quite straightforward; you unbundle the software with
gzcat dominion-version.tar.gz | tar xvf -
Then you type
./configure --prefix=your-prefix-dir
After which you can type
make install
After which you are ready to make a world with (dom_make), add
the computer nations with (dom_add -f cns), add human-played
nations (dom_add) and do updates (dom_udpate).
The steps to make a new world can be abbreviated by running
make new-world
The gamemaster manual has more information on how the gamemaster can run the game.
Your nation is added to the game by the Gamemaster, or someone trusted by the Gamemaster. You get to choose the name of your nation, your leader's name, your nation mark, the race of your people, and the magical order for your nation.
Your nation mark is a single character which is used to denote your territories on a map. Most players try to use the first letter of their nation name for this. Each letter may only be used once however, so you should have a few choices ready in case your preferred one is already taken. In some games the Gamemaster may assign nation marks to nations.
The choice of race plays a key role in dominion. Each race has certain characteristics (dwarves are better miners; elves are more intelligent, orcs reproduce like crazy, etc.) which will affect many different aspects of your game. Also, the choice of race largely determines the role you will play in the game. The different races available in Dominion are described in section section Races.
Your magical order determines what spirits you can summon, and which spells you may cast. If you are planning on using much magic in dominion, this choice should be made very carefully. The different magic orders are described in Section section Magic.
When you first look at your nation in Dominion, you will see a screen divided into four main sections. The largest area of the screen is your nation's sector map. Each sector is represented on the screen by a letter or symbol, with your sectors highlighted. Your terminal's cursor should be on the C in the center of the screen.
Your sectors are described by a letter, which tells you the designation of the sector. This designation determines the purpose of the sector. The designations you might see at the beginning of a game are C, which is your nation's capital, m, a metal mine, j, a jewel mine, or f, a farm. You can change these designations, and set the designation of new sectors you occupy. This will typically cost money, and sometimes metal and jewels.
The box in the lower right corner of the screen is the sector window. It gives a brief description of the sector that the cursor is currently on. The window tells you the sector's location, owner, designation, and other important information. All coordinates in Dominion are displayed relative to your capital.
Above the sector window is a list of armies. This list gives brief information about each army in the sector. It is used to select specific armies to move or manipulate.
The bottom two lines of the screen are the status lines. These lines are used by dominion to display information or status messages, or to get input from the player.
You can move the cursor to another sector on the map using the [h], [j], [k], and [l] keys to move left, down, up, and right, and the keys [y], [u], [b], and [n] to move diagonally. This is similar to the cursor movements in some editors (like vi), and some UNIX games (such as rogue, larn, nethack, and conquer). For large movements across the map, you can use the upper-case letters [H], [J], [K], and [L]. These jump 8 sectors in the specified direction .(1)
Alternatively, you may use the numeric keypad, in which case the number keys move you in the same direction in which they point on the keypad. Both the ordinary keys and the numeric keypad can be used to browse the map and to move armies. The following diagram shows you the directions and keys you can use.
NORTH
(K)
y,7 k,8 u,9
\ | /
\ | /
WEST (H) h,4 ---- 0 ---- l,6 (L) EAST
/ | \
/ | \
b,1 j,2 n,3
(J)
SOUTH
Armies are manipulated with the [a]rmy menu. Here are some of the army commands. A complete list comes later.
At the beginning of the game, you should try to take many sectors: this gives a safety buffer around your capital, and allows you to look for resources in the new occupied lands. You take sectors by moving an army of at least 100 soldiers to that sector and setting it on occupy mode. If the sector belongs to another nation, you will have to declare war to take the sector from them. You declare war using the [r]eports menu, and choosing [d]iplomacy.
Once you take a sector (it will become yours after the update), you can redesignate that sector so it produces what you want. For example, redesignating to a farm will make that sector produce food. Sector designations are described in great detail later, but you should know now that to change a designation you use the [Z]oom key to focus on the specific sector, and then change the designation with the [r]edesignate key. You will be given a menu of possible designations.
To help you choose a designation for the sectors you take, the sector window shows you the soil, metal, and jewels in that sector. For example, if the sector has a high metal yield, you might want to make a metal mine out of it.
Below is an example of a sector window that shows a sector with jewels 5, metal 0 and soil 6. The sector belongs to nation Khazad Dum, has coordinates (2, 2) relative to the current player, has 452 inhabitants which are of race (D), Dwarves.
+----------------------+
|(2,2) |
|Khazad Dum-jwl. mine |
|Brush Plateau |
|452 people (D) |
|metal 0 jewels 5 |
| soil 6 movecost 1 |
+----------------------+
It is important that you set up your budget properly. Do this by choosing the [r]eports menu, and then the [b]udget report. Here you choose your tax rate, and the amount of money, metal, and jewels you wish to invest in various types of research. A note about taxes: if your taxes are too high, your production of food, metal and jewels will decrease.
There are default values set for investment in magic and technology, and there is a default tax rate. This is intended to guide new players through their first moves.
The Breakdown of Expenditures in the report shows how much of each thon's revenue you are investing in various things. You can also spend a fraction of your reserves on various types of research, by selecting the [s]torage option. This amount will be reset to 0 after each update. The report also shows you how much of each resource you are spending, and your predicted resources for next thon.
The budget report is explained in more detail in Section section Budget report.
Below is a brief list of dominion commands. It is actually a copy of the reference card available as on-line help in dominion (you access this with the [?] key followed by [r]eference).
Dominion QUICK REFERENCE CARD
Display:
[d]isplay options [F] dump map to file [w]indow manipulation
[^L] redraw screen [p] jump to a point [P] jump to your capital
Administration:
[r]eports [a]rmies [Z]oom on sector
[W]izardry [t]ransportation [C]onstruct
Miscellaneous:
[Q]uit (or [q]uit) [m]ail [N]ews
[O]ptions
There are many races available to players in dominion, and each Game Master can add new races by modifying the race descriptor file. This should not be done lightly however, as the parameters describing each new race must be carefully tuned to preserve game balance. The races currently available are Elf, Human, Dwarf, Orc, Merfolk, Icefolk, Hobbit, Gnome, Harpy, Ogre, Walrus, Algae, and Squid.
The parameters describing your race are strength, reproduction rate, mortality rate, intelligence, speed, stealth, preferred altitude, vegetation, and temperature, and aptitude for magic, farming and mining.
In addition to these parameters, some races have certain special army types available to them. For example, Harpies can draft armies of type "Harpy" which can fly. The army types table (Table section Army types) lists the race specific armies and their characteristics.
Some of the races (Merfolk, Walrus, Algae, and Squid) live under water. The game is almost symmetrical for races that live above and below water. Races that live above and below water can interact (and fight) in several ways, as described below.
Each of the above parameters affect the races in the following ways:
The parameters for each race available in dominion can be found in section Race table below.
@multitable {xxxxxxxx} {Str} {Rep} {Mort} {Intel} {Spdxx} {Stl} {Alt} {Veg} {Temp} {Mag} {Farm} {Mine}
For the most part, land races operate on land and water races in the water. However, each can extend its influence to the other side of the sea level in various ways. Some armies have special flags which indicate whether they travel in land, water, or both.
Ships have the inverse altitude flag, I, which means that when owned by a land race, ships travel on water. For a water race, ships travel on land.
If a land nation would like to occupy sectors in the water it can do so using armies which have the water flag, W, such as Swimmers or Scuba_divers. Similarly, a water race can occupy land sectors using armies such as Walkers which have the land flag, L. Notice that any other army or spirit with the W and L flags will work fine. An army with both the L and W flags, such as the magical Sea Serpent can travel anywhere.
Some of the army types mentioned above have the front line flag, f. This means that they can be unloaded from a ship onto an unowned sector. Armies without this flag can only be unloaded onto land already owned by you.
Once the sector is occupied you cannot move people into it or they will drown (or suffocate if you are a water nation). You can, at great expense, build a bubble over the sector or cast a change altitude spell on it which will allow your people to move into it, even if it is a water (or land) sector. This provides a means for colonizing the oceans (continents).
A nation starts with very low skills in mining and farming. These skills can be developed by investing money or metal in technological research and development (R&D). This investment is made in the budget report. Increases in technology depends on how much metal and money you invest each thon. Metal increases technology proportional to the 3/4 power of the amount invested; money increases technology proportional to the square root of the amount of money invested. This means that doubling your metal investment will promote your technology research much more than doubling your money will.
With each new technology you develop, you can gain certain things. For example, fire technology increases your nation's mining ability, decreases your people's mortality rate, and increases their farming ability. With new technology you can also gain the ability to draft new types of armies.
Your nation is initiated to one of the magic orders available. Each order is characterized by the set of spells known to that order, and a set of spirits that can be summoned by mages of that order. When you are initiated as a national leader you know only a little of the magic of that order, but you can increase your knowledge by investing money and jewels into magical research. As you invest more and more, your magic skill will increase, and you will learn more advanced spells, and how to summon more powerful spirits. This investment is made with the budget report.
Your magic skill increase is proportional to the jewels invested in magic research, and to the square root of the money you invest. As with technology, this means that investing jewels will improve your magic skill more than investing money will.
In addition, some magical orders bring a set of characteristics to its initiates. These are described below in the descriptions of the individual magic orders.
To use magic, that is, to cast spells and summon spirits, you must acquire spell points. You get spell points in proportion to the amount of jewels you invest in magical R&D, but not from your money investment. Your budget report indicates how many spell points you will earn from your jewel investment.
Note: spell points do not accumulate: if you don't use your spell points, two thirds of them will be lost the next thon. It is advisable to use all the spell points made in a thon, or to wait and save up jewels and then invest them all at once.
Mages are necessary for casting spells and summoning spirits. They must be initiated inside a capital, city, temple or university. They cost 5000 jewels to initiate, and 1000 jewels in maintainance each thon. Mages are moved around as if they were an army, and have twice the nation's basic move rate. Some spirits have the wizardry flag, and they behave like mages.
You need to bring a mage to a certain sector to cast a spell in it or to summon a spirit there, so you should make sure you initiate some mages to work for your nation once you are ready to use magic. They cost a lot to initiate and maintain, but are worthwhile.
If a mage is on a sector where there is a battle, he will try to stay out of the battle. If 85% of the mage's accompanying force is killed, however, he will be killed also.
See section section Wizardry on the [W]izardry command for details on using magic.
The basic magic orders in dominion are:
The Game Master can add other magical orders to the game by inserting a list of spirits for that order into a file.
Here is a description of several spells available in dominion. Keep in mind that some spells may be available to several orders, and their cost and duration will be different for the different orders.
Both the cost and the duration of the spell are indicated when you list your available spells. The cost is in spell points. If the spell is applied to a sector, then that cost is all you spend. A spell applied to an army will usually set a special flag for that army, and will cost the given amount per 100 men. Army flags are described in the section on armies.
Notice that some armies and spirits come into the world with some of these magical properties already set, so you do not need to set them with a spell.
Spirits are like armies, in that they can fight, and they can occupy sectors (if they are big enough), and their status and movement is manipulated with the [a]rmy command.
They are also different in many ways. To obtain spirits, your mage summons them with spell points. They are maintained by spell points each thon (typically 1/3 of the spell points that were needed to summon them in the first place).
If you don't have enough spell points to support your spirits some of them will become uncontrolled (see flags) so that you have enough spell points to control the rest. Uncontrolled spirits cost no maintanence, but they will be disbanded over the next update if there is not enough maintainance for all of the spirits the nation has.
The spirit types for different magic orders are listed in section Spirit tables.
If you own a sector, you can redesignate it. This specifies what function that sector has. When you first occupy an unowned sector, its designation will be x (none). It costs a certain amount of money, and possibly metal or jewels, to redesignate a sector.
Each type of sector can employ a different number of people. For example, a city can employ several thousand people, whereas a farm can only properly employ a few hundred people. The basic maximum number of people that a sector can employ is listed in section Designations below. This value is then modified by how much your race tends to crowd. If you are an orc, for example, more people can be crammed into a single sector. The formula to account for crowding is:
The more people you have in a sector, the more tax revenue it supplies, and the more of the sector's product is produced. A metal mine with 200 people working will produce twice as much metal and tax as a mine with 100 people. If there are more people than the maximum employable, the rest will be unemployed, and will produce nothing. However, they will of course continue to consume food, so it is a good idea to try to limit the unemployment in your nation.
The possible designations (together with the characters that are displayed on the map) are:
section Designations, the Designation table, describes the properties of various designations: what they cost, how much revenue they produce per capita, how much money they cost to maintain, the minimum employment (not used in all cases), and how many people can be employed in that sector.
@multitable {Designationxx} {markxx} {desigxxxx} {revenuexx} {per turnxx} {peoplexxx} {unemployedxx}
The pillars of your economy are money and natural resources (soil fertility, metal and jewels). How you procure these and use them plays a major role in dominion.
You get money by levying taxes. You set the tax rate in the budget screen. Set the tax rate wisely to encourage entrepreneurship in your nation. Production of food, metal and jewels decrease in proportion to your tax rate. Money is spent for redesignating sectors, drafting and maintaining armies, research and development, supporting universities and hospitals, and many other things.
[NOTE: the section on bonds described here is not yet implemented; for now a debt simply means negative money]
If your nation's money balance goes negative, you will be forced to issue bonds to your population to finance the debt (this happens automatically over the update, so there is no way you can plummet into a negative balance). You must then pay an interest on these bonds.
At any time you can also negotiate for other nations to purchase your bonds. Interest rate on domestic bonds is fixed (15%/thon), but you can negotiate the price for bonds issued to other countries.
If you want to finance a big war, and need lots of cash fast, the best way to go is probably to issue a lot of bonds to other countries.
The bonds your nation issues must always be backed by your reserve of jewels.
Your nation must produce the food necessary to feed its people and soldiers. This is done by designating certain sectors to be farms. These farms will be more productive if they are on sectors with a better soil parameter.
Your farming skill also determines how productive your farms will be. You can increase your farming skill with research in technology, because your nation will discover better tools and methods for farming.
If your food production is insufficient, your reserves will be used. If those are not enough, you had better arrange to purchase some, or that part of your civilians who did not get enough food will starve. Once all your civilians have starved, your armies will start to starve. It is also important to know that soldiers eat slightly more food each thon than people.
Metal represents all metals and materials used for practical purposes, such as construction and armaments. It is found in metal mines. The production of each mine is greater if the sector has a higher metal parameter, and is also increased by your nation's mining skill. Your mining skill can increase if you invest in technology, because your nation will discover better tools for mining and prospecting.
You can spend your metal in several ways, including drafting armies, technological R&D, and constructing fortification and roads.
In dominion, Jewels represent all kinds of rare resources, such as jewels, gold, silver, platinum, pearls, and so on. Jewels are found in jewel mines. How many jewels you produce in a mine depends on the jewels parameter of that sector, and also on your mining ability (see section on metal).
Jewels are very important, because they can be invested in magical research, and are used to get spell points. In fact, your spell points depend only on the amount of jewels you invest in magical R&D.
Jewels are also important in that they constitute your nation's reserve that backs up its currency and bonds. When you issue bonds, these have to be backed up by jewels, so it is a good idea to save some jewels, and not spend them all. (note: bonds are not yet implemented)
(We must find another use for jewels, so nations have more choices to make in spending jewels.)
You can trade with other nations or just transport goods/armies/people for your own benefit, using ships and caravans. Caravans travel on land, whereas ships travel in the water. (For water based nations, the inverse is true.)
Ships and caravans are drafted as if they were armies, and appear in your [l]ist of available armies in the [a]rmy menu. The construction and maintainance costs of ships and caravans are tabulated with those of other army types. Note that some spirits also behave as ships and caravans, in that they have the cargo flag. Examples of this are the flying carpet, the ghost ship and the living ship.
A single cargo hold can only transport a certain amount of goods. The unit of weight is the weight of a single person, and a caravan can transport 250 person weights. A bar of metal weighs 0.1, money weighs 0.01 for a sheckel, food 0.05, a jewel basket 0.01. If you load soldiers, their weight is equal to the weight of the number of people plus the weight of the metal used in drafting the army. Any caravan can transport only a single army and a single land title. The land title does not have significant weight.
To load a caravan or navy, you select it (with [a]rmy commands) and then use the [t]ransportation command to [l]oad goods, which can be [s]hekels (money units), [m]etal, [f]ood, [p]eople, [a]rmy or [t]itle. To unload it you move the caravan or navy to its destination and do the same with [u]nload instead of [l]oad.
You can only load certain goods onto a caravan in certain places. Anything can be loaded in a city (or your capital). Metal can also be loaded in metal mines, jewels in jewel mines and food in farms. The title to a sector must be loaded in that sector itself. People can be loaded from any of your own populated sectors. Armies can be loaded anywhere in your land, but out of your territory they can only be loaded if they have the front-line flag.
To unload in a foreign land you must be in a city or town. The only exception is that you can unload armies with the front-line flag anywhere. To trade an army in a foreign city or town, you should put the army in traded status, and then unload it in the city or town.
Alternatively, since armies move on their own, you can put them on traded status and just walk them up to the city or town. When you stop that army on the foreign city or town, you will be asked if you really want to trade it. You can also change the army to traded status once it is already at the city or town.
If you have unloaded goods or armies into a foreign nation's city or town, the goods or armies will become theirs. During the update, each nation will receive mail which indicates what trades occurred.
Transporting goods within your country is not really useful. However, transporting people is an effective way of getting them to the better mines and farms. Transporting armies can help mobilize your forces more quickly, since you can then unload them and they can still march.
Some armies, such as Sailors and Marines, have the front line flag (see the army types table). This means that they can be unloaded from caravans and ships anywhere: in your land, in un-owned land, and in foreign land. Thus ships and caravans can be used for transportation of fighting troops, not just for trade and migration.
If a transport (caravan or ship) is on a sector where there is a battle, it will be destroyed if more than 85% of its accompanying force is killed. Otherwise it will be left intact. If an army is on a transport and a battle occurs, the army's bonus is modified by the bonus of the transport. Thus, if 100 soldiers with bonus 30 are on a sailboat which has bonus -50, and are in a battle, their bonus will be -20.
Nations in dominion communicate through mail and news. Mail allows you to send personal messages to leaders of other nations. News is for general announcements, and is read by all nations.
There can be several newsgroups. One is always reserved for messages from the computer, containing general information on what has happened over the update. This newsgroup is usually called "News". Other newsgroups are set up by the Game Master, and any nation leader can post to them. At Stony Brook we usually have a newsgroup called "public" which receives many very creative postings from participants.
You should read your mail and news whenever you play your turn, to be in touch with your neighbours and the rest of the world. You also get mail from the update program after each update, telling you what has changed in your nation over the update. Alternatively, you can tell dominion to forward your mail, news, or both, to an electronic mail address using the [O]ptions menu.
The world is shaped like a torus (i.e. the surface of a doughnut). This is the best approximation of a sphere which can be displayed easily on a flat terminal.
Thus, the world wraps in both the north-south and east-west directions. So, if you are playing in a 100x100 world, and your nation grows to be 100 sectors wide, you can travel around the world.
There are various types of terrain. They affect how fast a race can move on a sector, and are related to the food production of that sector. We define terrain to mean what covers the surface of that sector. You find a sector's terrain described in the sector window, in the sector [Z]oom window, and in the [t]errain [d]isplay. The Terrains table lists the possible terrains in Dominion, together with the marks that appear in the [t]errain [d]isplay.
@multitable {Description} {mark} {Description} {mark} {Description} {mark}
A sector's altitude greatly affects how fast races move on that sector.
The altitudes in Dominion range from Ocean Trenches to Mountain Peaks. You find a sector's altitude described in the sector window, the sector [Z]oom window, and the [A]ltitude [d]isplay.
You also see the altitude marks for un-owned lands on the ordinary designation map display (the default display when you start playing).
The Altituted table lists the altitudes together with the marks that appear on the map and the numbers that give the ordering. Notice that altitude 0 is sea level, and is considered land.
@multitable {Sea Mountain} {mark} {level} {Mountain Peak} {mark} {level}
Climates in Dominion range from Desert to Polar. They have a significant effect on each race's speed of movement, and they also affect the sector's food productivity. Climates can be seen with the [w]eather [d]isplay, or in the sector [Z]oom window.
The Climates table shows all the climates together with the marks that appear in the [w]eather [d]isplay.
@multitable {Dry Summer Subtropical} {mark} {Humid Continental Warm} {mark}
Diplomatic relations with your neighbours are extremely important. Your nation could be destroyed if you do not properly set your diplomacy: you might make several enemies who could then form a treaty to fight you. This happens quite often.
Your nation starts out with 10 armies of 100 Cavemen each in your capital; more can be drafted using the [a]rmy menu. Soldiers are used to occupy unowned land, to defend your own territory, and also to conduct war against enemy nations.
To occupy an unowned sector, you must have an army of at least 100 soldiers there, set on occupy mode. To occupy a sector owned by another nation, you have to declare war or jihad with them. Sectors can also be occupied by spirits with 100 units or more. If you occupy an enemy's sector that has people on it, they will be hostile toward you for one thon. This means that you will not be able to draft from the sector or redesignate it.
In the [r]eports menu, you can access your [d]iplomacy report. This report shows your status toward other countries, and their status toward you. You start out UNMET with all nations. Then, as your armies come close to their sectors, or vice-versa, the two nations will meet and be put in neutral status.
You can change your status toward other countries as you meet them. Many statuses are possible, but the most important ones are:
You can change your diplomatic status towards any nation you have met. They will see the change immediately. You can only change it by two degrees each thon, so that you cannot be ALLIED, march into someone's land, and then declare WAR and occupy all their sectors.
The army types table lists the various types of armies, their costs, bonuses and move rates.
Each army or spirit has a set of army flags that affect its behaviour. Some are innate abilities of that army, others can be set with magic spells. The table lists each army's innate flags. The flag abbreviations are:
This is is the Army types table, which describes in detail all army types available for drafting. Some of the army types deserve a special description here:
@multitable {Crossbowmen} {ch} {move} {bonus } {money } {metal } {draft } {money } {metal } {maint } {flags}
Each army has a maintenance cost in money, metal, and/or jeweles, which is for the salaries of the soldiers and upkeep of weapons and other materials needed by the army. The maintenance cost for each army is given in the army types table. There is also a fixed per-army overhead of 2000 sk.
Your armies can move only a certain distance before they must stop and rest. How much they can move is expressed in the army's move points, and the move cost of the sectors they cross.
For example, if an army has 13 move points, and it goes through sectors with move costs of 4, 3, and 4, it will have two move points left. It will only be able to move onto a sector with move cost of two or less.
You can set some options that affect the way the game appears to you. The [O]ptions menu allows you to set the following options:
The [d]isplay menu allows you to change what information is given on the sector map. The default view of the screen shows the designation of your own sectors, altitude markings for unowned sectors, and nation marks for other nations' sectors. If you are a land nation, all water sectors are marked as a "~", and if you are a water nation, land sectors are marked by a ".". Land nations may view underwater sectors, and vice versa, with the [W]ater toggle option in the [d]isplay menu. There are many other ways of looking at the map, and of highlighting sectors on it. These are described briefly here.
The movement commands are shown in the diagram at the beginning of this manual. They are quite straightforward, and only behave differently when you reach the edge of the screen. In this case, the screen is shifted over. The screen can be forcibly centered around the cursor using the [d]isplay [C]enter screen command.
You can also jump directly to a sector with the [p] command. You will be prompted for the coordinates to jump to. You can jump back to your capital with the [P] command.
Here is a detailed description of each report in dominion. To access them type [r]eports and then the letter of the report you want. You can switch from one report to another by hitting the key that corresponds to the report you want. The reports you can switch to are listed at the bottom of the report you are viewing.
To access this report you type [r]eports followed by [i]nfo.
This report gives complete information about your nation. Below is a description of most parameters printed. Simple parameters such as Nation are left out.
From here you can change your [P]assword or [l]eader name. You can [t]oggle your nation to or from CN status, which will cause the computer to play your turns for you. This will also let you choose if your nation should receive update mail while it is being run by the computer. Changing your nation to an CN is a risky move: the computer will play a good game, but it will not honor your long-term plans.
To access this report you type [r]eports followed by [b]udget.
The budget report gives you detailed breakdown of how you are spending your money and your natural resources.
Within the budget report you can adjust what percent of your money and/or natural resources you are spending on research in technology, the study of magic, and reconnaisance. You also can adjust your tax rate.
The screen shows how much money you are spending on military maintenance and other costs inccurred. The only way military maintenance can be lowered is to disband armies. Other costs include, but are not limited to the cost of drafting an army and the cost of redesignating sectors.
The metal and jewels breakdown lists the amounts spent on research and development, from both current revenue and storage, and the amounts spent by other activities. Other metal expenses include the construction of citites and the drafting of armies. Other jewels are used as a maintenance fee for mages.
The commands within this screen are:
A note of caution: Watch how much money you are spending carefully; you can run your nation at a deficit, but if you have no money, you cannot draft, construct or redesignate. If someone attacks you and you need armies quickly, you will be in trouble.
To access this report you type [r]eports followed by [p]roduction.
The production report tells you how many people are employed and unemployed in each area of your economy. It also shows you the average productivity of each employee. Your total economy is listed as General, and below it is broken down into Metal miners, Jewel Miners, Farmers, and Services. Services include all other types of employment, such as workers in cities, forts, etc.
To access this report you type [r]eports followed by [n]ations.
This report displays minimal information on each nation in the world. The report lists the nation id, nation name, nation mark, leader name, and race of each nation. If the nation is currently being played by the computer, "cn" is displayed along with the information. If the nation has been destroyed, that will also be indicated. You are also told the size of the world and how many nations are in it.
Within this report is the [s]py option. If you select this, you will be prompted for a nation id, and then you will be presented with a screen that allows you to bribe officials in that nation for information.
You pay a certain amount of jewels in bribes, of which a percentage equal to the tax rate of the nation being spied upon ends up in that nations coffers. Certain types of information are easier to obtain than others. In order of increassing difficulty: [C]apital location, [t]echnology level, [e]conomy, ma[g]ic skill, [p]opulation, and [m]ilitary. The accuracy of the information recieved depends on the type of information sought, comparison of your spy skill to their secrecy skill, and upon the amount of jewels spent as a percentage of the nation being spied upon's jewel supply. And with each attempt at spying made there is a small chance that the spy will be noticed by the other nation.
You can also steal technology from another nation, and while the factors involved are still the same, it is much more difficult, the spy is much more likely to be caught, and if you don't spend enough in bribes then it is almost certain that you'll get no results. Lastly, the amount of tech stolen depends also on the difference in your tech levels. It is much easier to steal technology from nations vastly superior to your own than from those close to your level.
To access this report you type [r]eports followed by [d]iplomacy.
Diplomacy with other nations is extremely important. You should set a status with each nation you have met. This is done in the diplomacy report.
In most cases, all the nations in a dominion game will not fit on the screen at once. By pressing [>] or [.] you can move to the next page of nations. Pressing [<] or [,] will go back a page. Once you have found the nation you wish to change your status to, press [c]hange status and enter the nation number. You will be presented with a list of statuses to choose from.
Be sure to read section section Diplomacy report on diplomatic statuses for more information on what the statuses mean, and how to change statuses.
You can construct on a sector with the [C]onstruct command. Your construction will cost money and/or metal, and can make that sector more valuable. The construct menu options are:
What you can construct on a sector, and how much of it you can construct, is based on your technology level. As your technology improves, you will gain new skills which let you construct more.
Type [W]izardry to enter the wizardry menu.
The wizardry command has five options. These are:
It can be useful to understand exactly what happens during the update. Here are the steps and the order in which the computer performs them.
Civilian migration happens automatically. The people move according to the laws of the country. As a leader you can set those laws with the [o]ptions screen: you can set migration to be Free (the default), Restricted or None.
Version 1.02 of Dominion was the first with this name. It was previously called Stony Brook World (SBW), until too many people suggested a catchier name.
Here is a list of the people who actually wrote code for sbw/dominion that is in the current release. The order is that in which they wrote their first piece of code.
Mark Galassi (@email{rosalia@nis.lanl.gov}) User interface (in curses), basic data structures, world generator, economy, technology, magic, basic army work, manual and formatting of manual with LaTeXinfo, miscellaneous. Currently maintains Dominion.
Michael Fischer (@email{greendog@insti.physics.sunysb.edu}) Update program, battle code, developed exec file format, dom_print, manual, lots of other things.
Doug Novellano (@email{doug@insti.physics.sunysb.edu}) Mail and News systems.
Keith Messing (@email{keith@insti.physics.sunysb.edu???}) Initial diplomacy system.
Alan Saporta (@email{gandalf@insti.physics.sunysb.edu}) Work on some exec routines, many suggestions of directions for the game.
Joanne Rosenshein (@email{raven@max.physics.sunysb.edu}) Initial draft of the manual, many suggestions of directions for the game.
Stephen Bae (@email{sbae@insti.physics.sunysb.edu???}) Basic world memory allocation.
Chris Coligado (@email{noel@max.physics.sunysb.edu???}) Army and battle code.
C. Titus Brown (@email{brown@reed.edu}) Adding nations and improvements on the reports; revised army menu and transportation menu. Lots of miscellaneous things.
Charles Ofria (@email{charles@krl.caltech.edu}) Designed the "cns" file, most magic orders and many races and techno powers; coded some spells.
There are also some major contributions from people not in Stony Brook:
Stephen Underwood (@email{hiranu@netcom.com}) Fractal terrain generator and contributions in very many areas.
Paolo Montrasio (@email{montra@ghost.unimi.it}) Several suggestions.
Kevin Hart (@email{hart@cs.utk.edu}) CN system.
Many others have made very important creative suggestions to the game, though they were not involved in the actual coding. Here are some names that come to mind. Please send us mail if we have forgotten any. Tony Matranga, Tim Poplaski, Chris Adami, and everyone else who participated in the FALL SBW and SPRING DOMINION games at Stony Brook in the fall 1990 and spring 1991 semesters.
The Spirit types tables below list the spirit types available in dominion. Summoning costs (in spell points) are not listed and may be different if a spirit is available to more than one magic order. The flags for each spirit are described in section Armies.
@multitable {earth_elemental} {Sizexx} {Move} {Bonus} {Spell} {Flags}
@multitable {flying_carpetx} {Sizexx} {Movex} {Bonusx} {Spellx} {Flags}
@multitable {grandmaster} {Sizexx} {Move} {Bonus} {Spell} {Flags}
@multitable {tormented_soul} {Sizexx} {Move} {Bonus} {Spell} {Flags}
@multitable {terrasque} {Sizexx} {Move} {Bonus} {Spell} {Flags}
@multitable {fire_elemental} {Sizexx} {Move} {Bonus} {Spell} {Flags}
@multitable {creeping_doom} {Sizexx} {Move} {Bonus} {Spell} {Flags}
@multitable {crimson_death} {Sizexx} {Move} {Bonus} {Spell} {Flags}
@multitable {poltergeist} {Sizexx} {Move} {Bonus} {Spell} {Flags}
@multitable {water_elemental} {Sizexx} {Move} {Bonus} {Spell} {Flags}
@multitable {tyrannosaurus} {Sizexx} {Move} {Bonus} {Spell} {Flags}
@multitable {warewolf} {Sizexx} {Move} {Bonus} {Spell} {Flags}
@multitable {shambling_mound} {Sizexx} {Move} {Bonus} {Spell} {Flags}
This document was generated on 6 March 1998 using the texi2html translator version 1.51.