Build 12.13.00
Total Conquest
Special Notes Go to http://velocitysoftware.cjb.net to get the latest updates. I don't want to bother ticalc.org or any of the other sites with the minor updates I might post. Milestone updates will probably be uploaded there, though.

Post bugs there, too. I can't finish a game without bug reports.


Table of Contents
Section Subject
1
2
3
4
5
Introduction
General Information
Controls
Unit Information
Tutorial
1 Introduction

When I think of one, it'll go here.
2 Controls

Directional Pad

[2nd]
[Alpha]
[More]
[On]
[F1]
[Exit]

Moves the cursor, moves the menu cursor.

Can be used to trigger an action or confirm menu selections.
Allows you to check the unit's stats on the main screen.
Forfeits the rest of your turn.
Turns the game on after it automatically powers down.
Calls the online help file (if it exists on the calc).
Used to cancel out of menus or save your game and exit the program.

3 General Information
Game screen
Need to know info
Total Conquest is even more complex than its predecessor, Conquest. This section will be split into different parts covering different topics.

1) To win, you need to destroy the other enemy's Capital. You can do this through many ways: attacking with mobile units, firing projectiles, or using Sentry Towers to attack at the beginning of every turn.

2) Units facing the right belong to player 1. Units facing the opposite way are player 2's. Things not belonging to anyone (like resources) don't have flipped sides.

3) The sprites in gray and in the background represent the land under the units. Units on Highlands have an advantage over those on Midlands and Lowlands. Units on Midlands have advantages over Lowlands. Lowlands have no advantages. These advantages come in the form of attack bonuses.

4) Use a Harvester to collect Ore resources. These are worth $10 and are converted into cash that you can use to buy other units. After harvesting ore, another will be placed somewhere on the grid.

5) If you don't have a Harvester, you can buy Banks to give you $1-5 at the beginning of each turn. These can't be taken away, so use them heavily. You get one free one at the beginning of the game.

6) At the beginning of a turn, Sentry Towers cause 10 damage to every enemy unit with a 1 square radius of it. These cannot be placed on the edge of the map to prevent bugs.

7) Mines cannot be seen. ANY unit that walks onto one will cause a 3*3 explosion that harms eveyrthing within range. These cannot be placed on the edge of the map to prevent bugs.

8) Research labs allow HP bonuses, Power bonuses, Missiles, and Nukes. HP and Power can be bought over and over again. The other two allow Missile Silos to attack.

9) Projectiles cannot be fired on the edge of the map.

10) Engineers and Medics can heal different things. Keeping them close to other units can lead to cheesy strategies.

4 Unit information
Unit icon
Characteristics

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Capital City Cost: N/A Health: 100 Power: N/A Range: 1
This unit must be guarded heavily; once it's destroyed, you lose. This can make L.Infantry, H.Infantry, Medics, Harvesters, Mobile Yards, and Capital Banks.

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War Factory Cost: 50 Health: 30 Power: N/A Range: 1
This unit can produce Light Tanks, Heavy Tanks, Artillery, RPG Gunners, Harvesters, and and miners.


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Boot Camp Cost: 50 Health: 30 Power: N/A Range: 1
This unit can produce foot soldiers: L.Infantry, H.Infantry, Engineers, and Army Medics.
 

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Airport Cost: 50 Health: 30 Power: N/A Range:1
This unit can build airborne units: Helicopters and F-15 Bombers

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Research Lab Cost: 50 Health: 30 Power: N/A Range: N/A
This building allows research. HP and Power bonuses can be bought through here. You can also research the Airstrikes and Nukes here.

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Sentry Towers Cost: 50 Health: 30 Power: 10 Range: 1
Sentry towers fire at the beginning of every turn. They cause 10 damage to every enemy unit within a one square radius.

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Missile Silo Cost: 50 Health: 30 Power: N/A Range: 12
Missile Silos are worthless unless you research their weapons. Once researched, Airstrikes and Nuke Drops can be ordered. Airstrikes cause 20 damage to everything in a 3*3 radius, while Nuke Drops cause up 50 damage to everything in a 3*3 radius.
            
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Mobile Yard Cost: 50 Health: 15 Power: 0 Range: 1
This is the only unit that can build other buildings. From here, you can build any of the above items, except for the Capital City.
            

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L.Infantry Cost: 10 Health: 5 Power: 5 Range: 1
The basic unit of your army. No special abilities.


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H.Infantry Cost: 15 Health: 10 Power: 10 Range: 1
An upgraded version of the L.Infantry.


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Light Tank Cost: 30 Health: 20 Power: 15 Range: 1
Light Tanks are stronger and able to take more than the Infantry units.

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Heavy Tank Cost: 40 Health: 25 Power: 20 Range: 1
Heavy tanks are upgraded Light Tanks.


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Artillery Cost: 25 Health: 10 Power: 10 Range: 2
Artillery can fire and move a longer distance than the previous four units.

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RPG Gunner Cost: 35 Health: 15 Power: 15 Range: 2
Upgraded Artillery. Can shoot harder and can take more damage.

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Engineer Cost: 25 Health: 5 Power: 5 Range: 1
This unit can heal for 3 and attack for 5. They can heal Light Tanks, Heavy Tanks, Artillery, RPG Gunners, and Harvesters.

     X
    XXX
  X  X
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 X X

        
Army Medic Cost: 20 Health: 5 Power: 5 Range: 1
This unit can heal for 3 and attack for 5. They can heal L.Infantry, H.Infantry, Engineers, and Medics.

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  XXX


        
Helicopter Cost: 50 Health: 15 Power: 10 Range: 3
This unit can move and attack within a 3 square radius.

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F-15 Bomber Cost: 60 Health: 20 Power: 15 Range: 3
The most powerful mobile unit. Though it can't damage as much as a Heavy Tank, it can deal serious damage from a distance.

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Harvester Cost: 50 Health: 25 Power: 0 Range: 1
This unit can harvest all the ore on the field. This ore can give you $10 each time. The ore automatically replenishes itself.


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Minelayer Cost: 50 Health: 10 Power: 0 Range: 1
This unit lays hidden mines. Mines cannot be lain on the edges of the field. These mines explode when something walks onto them.
5 Tutorial

  1. To be started...