Survival: A C-Design Production
Survival: A C-Design Production
SURVIVAL
A C-Design Production.
Brought to you by
Interactivision
Welcome To Survival.
For those of you who are impatient to play the game we have
included a Quick-Start guide to get you started, just as soon as you
have run through the Installation procedure.
May you live a long and prosperous life but most of all may you
Chapter 2 : Contents
Contents
Chapter 1 - Introduction 1
Title Page 1
Welcome 2
Chapter 2 - Contents 3
Page 1 - Heading Contents 3
Chapter 3 - Set-up 4
Box contents 4
CD Files 4
System Requirements 5
Installation (DOS, Windows 3.1 & 95, OS/2 Warp) 6
Chapter 5 - Reference 13
Build Items 13
Production Items 17
Other Civilisations 25
Citizen Classes 26
Box Contents:-
A Jewel-type CD case containing:-
A “Getting you started” booklet detailing how to get Survival up and running.
Finally there is the most important item of the package:-
The Survival CD itself.
There is a registration card printed in the booklet. We would recommend that you
fill this in and send it back to us so that we can keep you informed as to any future
releases and any further developments relating to Survival.
System Requirements:-
Requirements
The following list details the minimum system requirements. Obviously any
improvement on these basic requirements is fine so long as they are fully compatible
with the requirements stated.
Processor - 80386-33MHz.
Ram - 2Mb expanded memory.
- 480Kb conventional memory block.
Operating System - MS DOS, Windows 3.11, Win95.
Mouse - Yes.
Sound card: - All MSCDEX driver compatible sound systems.
(Any DOS/Windows 3.11/95 machine).
CD-ROM - Duel speed CD-Drive.
Hard disk: - 10 MB free Hard disk space.
Recommended
This list contains details of the recommended system on which to run Survival.
Better than this system is equally desirable.
Processor - 80486-33MHz.
Ram - 3Mb expanded memory.
- 520Kb conventional memory block.
Operating System - MS DOS, Windows 3.11, Win95.
Mouse - Yes.
Sound card: - All MSCDEX driver compatible sound systems.
(Any DOS/Windows 3.11/95 machine).
CD-ROM - Quad speed CD-Drive.
Hard disk: - 10 MB free Hard disk space.
Installation:-
The following pages describe how to install Survival onto your PC. There are four
separate installation guides. One each for:-
DOS, Windows, Windows 95,and OS/2 Warp
These installation guides should be followed to correctly install Survival. Once the
installation has began you should follow the on-screen prompts to complete the
installation routine.
# If your CD-Drive is not signified by the letter “D” then please substitute the
correct letter for your system into the following installation guides.
We started with a few hurried expeditions to the surface to check to see if it was
safe to surface, we had to prepare as the life-support would not hold out for much
longer and when that went we would have no choice but to surface, however prepared.
It was decided that two expeditions would brave the surface for one day and then one
week respectively. If these both proved successful then all of the remaining equipment
would be gathered together and we would travel to the surface, build a habitation
complex and then we would progress according to the choices that were thrown at us.
The expeditions went better than expected and it was discovered that the world
outside was habitable, even though it was not as the ancients had described it to us.
The main difference was the excessive cold that still seemed to be hanging on to the
surface. Well we did not expect the surface to be habitable after the war, and it was
better than suffocating to death in the bunker.
We numbered less than two hundred people when we surfaced and by the time we
had finished the complex we had lost more than a few of our number. Not only to the
cold but also to the mutants (descendants of the fauna that had been directly exposed
to the radiation. These creatures, if you can call them by that name still, seem to have
nothing on their mind other than food and the destruction of those who might get to it
first). A few were also lost in the initial explorations.
There have been signs of some other civilisations but there has been no
conformation that any of these people are still in our areas, or even still alive. It will be
one of the quests that we shall embark upon as we progress into the future.
It is now time to reform a civilised society. Were are very limited in both our
knowledge and of our stocks, the knowledge has been lost over time as there was little
to practise any skills upon, also the equipment that we did have was used to keep the
life sustaining equipment in working order but even knowledge of this has diminished
over time. So it will be a hard struggle to reach our goal but we shall not give up as
that would surely be suicide.
The challenge will be met and we shall overcome any adversaries in our mission of .
.......
. . . . . . Survival.
Everything can be controlled completely using the mouse. You will only need to
know, and understand, three basic mouse operations.
1.Moving the cursor with the mouse - A simple operation where you
move the mouse, usually on your mouse-mat, on a flat surface to make an on-
screen cursor move.
2.Clicking the mouse buttons - This involves pressing one of the buttons
on your mouse, when the cursor is in the correct position, to perform a desired
action. Most mice will have two buttons (if your mouse has three then please
ignore the middle one, if your mouse does not have two buttons then you will
need a new mouse!) the buttons are distinguished as the left button and the
right button. When you are instructed to either Left-click or click then you
should use the left button. When instructed to Right-click use the right button.
3.Dragging the cursor - this is an action where a mouse button is held
whilst you move the mouse. The action is referred to as dragging, usually you
will be selecting an item and moving it to another location. When it is at the
new location you would normally just let go of the left button to release the
item. In Survival however the term dragging is used to describe the action
performed with the mouse.
You will also be able to use some keys, on the keyboard, to control certain
functions.
•To acknowledge a requester, and to remove it from the screen you can
use any key, space is usually used.
•The cursor keys, the set of four arrow keys usually located between the
letters and the numerical keypad.
The mouse is used for all other functions whereby you will select either icons,
arrows, items, or items displayed on the maps with the left mouse button.
The right mouse button is used to access the Army Creation pop-up. This is only
accessed from habitations and existing armies within your civilisation.
The drag option is used to scroll the Zoom and Tactical maps by “dragging” the
cursor around within theSmall Map.
That covers all of the control options. A nice simple control interface allowing us
to expand the gameplay!
This tutorial will take you through the basics of Survival. Before you can use this
tutorial you will have to install and configure Survival to your system. To do this you
should follow the correctinstallationguide.
Once you have Survival up and running you can use this tutorial to quickly learn the
basics of the gameplay. This quick start guide will not explain all of the functions in
Survival so it is recommended that you do read through the full manual as this will
explain everything in detail. By using the hyper-links within the manual you should be
able to find any information without any problems.
Survival. Once Survival has loaded and you have viewed the intro. sequences you
will be looking at the New Game Screen where have to select a Continent in which to
play your game. The choice is either Europe or North America. Accept the default
settings by just clicking on the flag icon in the bottom right corner of the screen.
You will now find yourself in the Main Game Screen. On the big map you will see a
black dot. This is your city.
Click on your city and you will enter the City Screen. This will display a picture of
your current habitation. It is not too impressive at the moment as all that is there is a
basic habitation unit.
Click on the upper-left of the six small icons in the bottom right of the screen (the
one with the person on it) and you will enter the Education Selection Screen. This is
where you will educate your citizens into the various professions required. Firstly we
will educate some Healers so that basic health-care for your citizens is provided for.
This will also reduce the risk of disease, it would be rather annoying if all your people
died before you had even started properly.
To educate some healers, we will start with two, select the Needle & Thread icon,
the middle one of the top five. A picture of a healer will be displayed in the box on the
left of the screen. Directly underneath the Needle & Thread icon is a box with two
arrows and the number zero inside it. Use the top arrow to change the number to two.
You will notice that things will start to happen on the screen and you are given the
basic costs and times for educating your citizens. You should make a mental note of
the time required to complete the education. Finally click on the “OK” button at the
bottom of the screen. This will start the education process and you will go back to the
City Screen.
# Time only counts whilst you are viewing the map screens and not using the
mouse.
From here go to the Tactical Map view. This will give you a detailed map of a very
small area of the overall map. Locate your city using the Scenario Map in the top right
of the screen. Underneath the Scenario map are two information boxes, the first of
which shows the current Cash total, the second displays the Date. Keep an eye on the
date and when the required number of days have passed go back to the City Screen
and you should see that you now have two Healers. If you have gone back too early
then click on the Education icon again and you will be able to see how much longer it
will be before the students are ready.
When the Healers have been educated you should start to develop some equipment.
For this you will need Scientists, so go back to the Education Screen and select the
scientist icon, the glass flask, and educate some scientists.
Once the scientists have been educated go to the Science Screen, by selecting the
flask icon on the Main Game Screen, and allocate the scientists to Research. This is
done using the value box in the research side of the Science Screen. The first item that
you will research is arevolver.
Next go back to the Education Selection Screen and select some Craftsmen to be
educated, the right-most of the five icons.
Now go back to one of the three map screens and let the time run on until the
Research has been completed. Once this has been finished go back to the Science
Screen and then split your scientists into two teams. One for Research and one for
Development. Click on the Design Icon from the Equipment List at the bottom of the
screen. This will allow your scientists to start to develop the revolver. The other team
of scientists will continue to research any new ideas.
Next you should go back to the Education Selection Screen to check to see if the
craftsmen have been educated. Once they have been educated you can start to build.
So go to the full map screen and click on the Build Icon, the one with the bricks. Then
click on your city and you will be presented with the Build Requester. The first thing
that you will build is a factory, so click on the Extension Button and then select the
factory, this is the second one from the left. Select OK and your craftsmen will start
the construction.
Next go back to the Education Selection Screen and select another ten craftsmen to
be educated.
Once these craftsmen have been educated they will join in with the construction. To
prepare for the opening of the Factory you should educate some Workers to produce
the goods in theFactory.
Well by now you have been through the basics of how to progress through Survival.
This tutorial has only covered the domestic side the game but the exploration and
military options have been left for you to discover yourself, unless you read the full
manual, naturally enough.
We do recommend that you read through the full manual but at the same time we
also understand that most users tend to want to “have a go” first. Hopefully you have
found this Quick Start guide useful.
Oh, just a small point, it is advisable to devise and follow your own strategy as we
have not detailed a particularly advisable strategy within this tutorial. It merely served
to demonstrate the options that we wished to describe.
The basic objective in Survival is, quite simply, to survive. To do this however
you will have to build a new civilisation up from the ruins of the last.
You will be starting with a small group of people that will be the founders of
your new society and, ultimately, civilisation. You will be able to guide your people in
this quest but you will not be able to control individuals, except when you are
controlling individual military units.
The basic plot in the game is to build civilisation from scratch. To do this, you
have a group of people. You can influence these people's behaviour but not directly
control them idividually. It is possible to set down the guidelines for the development
of the society. The guidelines cover items such as deciding how many people of each
profession should be educated, where to place the habitations, whether to find new
land areas or conquer enemy areas, which kind of equipment should be researched,
developed and produced.
You must be careful always to have at least one habitation in order to survive. You
will loose the game only if you do not have any habitations or any money. When all
enemies are defeated, all ruins explored and all equipment developed, and then
established a stable civilisation you will have completed Survival. This, however, will
be very difficult to do.
The manual should be used as a basic set of instructions that will allow you to
sample the delights of Survival. Once you are underway the manual will then mutate
into a reference guide allowing fast and simple access to any piece of information that
is required.
Anyway you should be playing the game by now not reading the manual, so get
on with it.
Oh well if you’re really stuck you had best check out the
Quick Start Tutorial.
Chapter 5 - Reference
Build Items:
The items described in this section are the items that can be built by your
craftsmen. Each project has a description of exactly what that project is, what it does,
how long it will take to build and the exact benefits to your society.
When you are evaluating the time taken to build one of the items detailed below
then you should consider that the construction time is detailed for one craftsman. You
will have to take account of the number of craftsmen will be involved in the project
when you are estimating the time required.
There are three types of construction that can be undertaken by your craftsmen.
The first covers the habitation units,villages, towns, cities, and fortresses (these can
only be occupied by warriors). The second covers the Defence structures that you can
build to help protect your habitations. The third, and final, type covers the Extensions
to your habitation for production of both food and equipment, hospitals, and transport
depots.
Habitations
Habitations are one of the two fundamental units of your society, the other being
the individual person. These units will link together to form your society.
The Fortress is only used for your military, and as such it can only be inhabited by
warriors.
Village
The village is the basic habitation in Survival. It is also the smallest independent
structure that can be built. The village can then be enhanced with any, or indeed all, of
the Extensions, and/or Defence structures.
Each village can hold a maximum of five hundred people, this includes
professionals and warriors. The energy quotient gained from a village is 500 units, this
means that it will not be possible to run more than one Extension, or Defence structure
without additional power.
The food production area covers some nine units around the village.
Each village will take some 1000 person-days to complete and 5000 credits.
Town
The town is the medium sized habitation available in Survival. Holding a larger
number of people the town also offers more defence and more basic power production.
The town can be enhanced with all of the extensions and/or defence structures. If
you are upgrading to a town from a village any existing extensions or defence
structures will remain.
The town can hold a maximum of some 5000 citizens, including professionals,
warriors, and untrained citizens.
The basic power production from a town structure is 2500 units. This will
support anything except the factory extension, which requires 3000 units to run.
The food collection area is enhanced to cover some 25 units of land.
The total construction time for a town is some 2500 person days and costs
10000 credits.
City
The city is the largest habitation that you can have in Survival and completes the
set of three general habitation structures. The city is obviously able to hold a greater
number of inhabitants than the two smaller structures, and is a more efficient habitation
to have.
The city can obviously have all of the extensions and defence structures added
but this time a power supply may not be necessary to provide enough power as the
basic power production is significantly higher than for either a village or a town.
The total number of inhabitants that can reside in a city totals 25000 people.
The basic power production is some 12500 units so you may not need a power
station to supplement this, although it will do little harm.
The food collection area is now increased to some 49 land units.
The total construction time is some 6000 person days at a cost of 20000 credits.
Fortress
The fortress is a specialised structure that will enable you to protect your
civilisation to the utmost degree. The fortress is about the size of a village and as such
it can house some 500 warriors.
There is only one purpose for the fortress and that is to defend your civilisation.
You can not build any extensions on to a fortress but it does have a built-in
transport extension.
The food collection area is only one unit for the fortress so you may find that you
will have to ship the food out to your fortresses.
The basic power production for a fortress is some 500 units which should be
enough to keep it powered up.
The construction time is some 5000 days and the cost for this is some 12500
credits.
Defence
All of your habitations can be protected. There are two ways to achieve this, one
is to have lots of Warriors guarding thehabitation in question. The other way is to
build one of the three habitationdefence structures.
Each habitation has its own basic defence which, for simplicities sake we will
describe numerically, thevillage having a basic defence of one, thetown five, the city
twenty, and thefortress seventy five.
Each of the defence structures will add to this value, the individual details of
which are detailed below.
# The larger defence structures will replace existing, smaller, defence structures.
There is no point in not doing so as the lighter defence structures will have been built
in the optimum positions.
These defence structures are selected via the Build Requester and each will add to
your habitations defence.
Light Defence
The basic defence structure is a small guard tower. This offers a higher viewpoint
than from elsewhere in thevillage structure and naturally offers additional defence
options should your habitation be attacked. Hand held weapons are used from within
this structure as they are available.
The defence structure is manned by the best two trained personnel in your
habitation, should these fall then they will be replaced, if possible, by the next best, and
so on.
The basic structure will all an additional three points to the defence value of your
habitation whilst it will use 100 units of energy.
This structure will take 250 person-days to complete and will cost 1000 credits.
Medium Defence
The medium defence structure consists of a much stronger tower that has
mounted weapons, once the weapons have been researched. This structure can hold
some ten persons in each structure, these will again be the highest trained personnel in
your habitation, and again these will be replaced as they fall in a similar fashion to the
lighter defence, as will happen in all structures.
Having a Medium Defence structure will improve your habitation’s defence value
by ten points. The medium defence will use 200 energy units.
The medium defence will take 500 person-days to complete at a cost of 2000
credits.
Heavy Defence
The heavy defence structure will make any enemy think at least twice before they
try to attack your city. With its imposingsynth-steel construction it can withstand even
the highest powered laser blast.
The Heavy Defence structure can hold up to some thirty individuals and also
contains a number of mounted High-powered Laser Cannons, just as soon as the
technology is developed.
Heavy Defence structures will add some twenty five points to the defence value of
your habitation. This structure will also utilise 500 units of energy.
The heavy defence will cost 4000 credits and will take 750 person-days to
complete.
Extensions
Each of the three general habitations, i.e. not the
Fortress, can have various
extensions built. Each of these extensions has a specific purpose. A well balanced and
productive habitation will have at least some of the extensions added to them.
These extensions allow production to occur, health care to be optimised,
equipment and personnel to be shipped in and out, and food production to be increased
beyond the natural support of the surrounding area.
Transportation Extension
The Transport extension is where you will control all of the movement of stock
and people, other than active army units, throughout your civilisation.
You will also be able to monitor your stocks of equipment, food, and energy
once this extension has been built.
The transport extension will use a total of 500 units of power. The construction
time is some 175 person days and has a construction cost of 1250 credits.
Factory
The factory extension is where all of your manufacturing occurs. The production
lines are run by the Workers, their one and only job.
The factory extension is unaffected by the different size habitations, but you will
have to make certain that you have enough power before you build the factory. If you
do not have enough power then you will cause a power failure. You will however have
some time before this occurs so you can build a factory and then immediately build a
power station of some description. To do this it is probably advisable to have already
trained a number of workers, and to have already developed a prototype generator.
The factory extension will require a supply of three thousand units of power. You
will notice that this is not supplied from a basic village so plan carefully before building
your factory.
The construction time for a factory is some 200 person-days and the cost is 2000
credits.
Hospital
The hospital is where your healers work their magic. Well not really magic but
anyway without a hospital they can only work at 25% efficiency. This is not good but
as soon as the hospital is built they will be working at full efficiency.
There is really not much more to say regarding the hospital except to repeat that
the healers will not only cure illness, disease, and injuries but they will help to prevent
any of these occurring in the habitation in question.
Having a staffed hospital will also help to increase morale.
Regarding the costs the hospital will set you back some 4000 credits and will take
200 person-days to complete.
Production Items
Power Plants
Power is required to keep your habitations in working order. As you increase the
number of facilities at each location the power requirements rise.
For the exact figure that each individual item requires you should refer to the
Power Usage Chart.
There are three types of power supply that are used in the course of Survival and
they are:-
1. Coal Powered Generator - the most basic of the power supplies that
require a resource that is dwindling from day to day.
2. Nuclear Fission Reactor - a dangerous way to produce power from
simple nuclear reactions.
3. Nuclear Fusion Reactor - a highly advanced, and very difficult to
control, reactor, but once the reaction can be controlled it is by far the most
efficient power supply that we know of.
Combustion
Coal Powered Generator
This is a basic power generation device. By burning a supply of fossilised
vegetable matter heat is generated. This in turn boils water which, when it turns into
steam, if forced through pipes making turbines rotate. This rotation is used to create
electricity. As the steam condenses back into water it is piped back to the heating area
to start the process all over again.
Fission
Fission Reactor
This is a dangerous power supply, due to the radiation created, but it has the
advantages of using its fuel much more efficiently, so there is little danger that the fuel
supply will ever run out, unlike coal. Fission reactors work by bombarding large
unstable nuclear atoms with small nuclear elements. This results in the atoms splitting
into new substances and releasing lots of energy at the same time. It is this “splitting of
the atom” that is the basis for all primitive nuclear reactions.
Fusion
Fusion Reactor
The Fusion Reactor is the ultimate natural power source. This is the same reaction
that occurs in the stars. At a most basic level this reaction will fuse four individual
Hydrogen nuclei into one Helium nucleus. This is the basic reaction of the universe
but, as you can see from the Sun, if it gets out of control it is the most destructive
natural force that we know of.
Regl8-air
Climate Control
Climate Control is a unit that creates a stable environment for any habitation that it
is installed into. Keeping the temperature, pressure, and humidity to within certain
levels a stable environment is created allowing cities to be built even in the inhospitable
areas of the landscape, particularly towards the North.
You will only need one of these units for each of your habitation that are in areas
that are subject to a bad climate, but it is advisable to keep a few units in stock just in
case.
Clene-air
Anti-pollution Control
Anti-pollution Control, as its name suggests, is a unit designed to protect you
habitations from the effects of pollution. The most worrying of which is the radioactive
pollution left over from the war.
Each of these units will protect one habitation from any pollution in the area. This
will allow you to build cities in areas otherwise inaccessible.
Weapons
Weapons are used by the warriors to defend and attack with. These are primarily
projectile weapons as these are the most effective in both usage and in destruction
value. Most of these weapons are used in a similar manner, that is that they are
activated by pulling a trigger with a finger.
The different weapons will be used in different situations but these are detailed
with the individual descriptions. The weapons available in Survival are as follows:-
1.Revolver - A basic hand-gun based on a traditional design.
2.Automatic Pistol- this is a more advanced handgun.
3.Laser Rifle- this is a two handed gun used for distance work.
4.Machine Gun - a semi-automatic machine gun this is very effective at
close to medium range.
5.Grenade Launcher - a serious piece of hardware the LWG-Shot has an
awesome destruction capability as a heavy duty battle weapon.
HG-8
Revolver
The revolver gets its name from the action or the bullet chambers. This type of
gun carries a number of bullets in a cylindrical unit that revolves to place the next
projectile in the correct place for firing. It is a simple unit to make but the
disadvantages include a slow firing rate, low accuracy, and a long reload time.
Auto K-15
Automatic Pistol
The automatic pistol is a more advanced unit that the revolver. Taking its
projectiles from a cartridge the unit can be more compact, more accurate, and have a
much faster firing rate.
The cartridge is situated in the handle of the weapon and the projectiles are pushed
into the firing chamber as the previous projectile leaves. Having a cartridge the gun can
hold more projectiles per set than the revolver.
Laza-shot
Laser Rifle
The rifle is an advancement on the hand gun in a number of ways. The most
significant of which is the effective operating distance. The rifle is a two handed
weapon that has a much longer barrel than a hand gun, this barrel helps to keep the
projectile flying in a straighter trajectory than that possible from a hand gun.
Equipped with a sight the rifle offers a better all round performance than either
hand gun but it can be a bit cumbersome in close-quarter combat.
The rifle hold a number of projectiles in a type of built-in cartridge.
Xzi-20mm
Machine Gun
The Xzi-20mm is a weapon designed to be effective at close quarters. Whereas the
hand guns and rifles are designed to be effective with single projectiles the Xzi-20mm
adopts a different strategy. This is to fire a large number of projectiles in the general
area of the target, the idea being that at least some on the projectiles will find their
target. This weapon is particularly effective when used against a number of opponents.
The Xzi-20mm also uses a cartridge but this is significantly larger than those used
in the Automatic pistol. The main disadvantage with the Xzi-20mm is when the battle
is sustained, this is due to the high firing rate, as you can run out of projectiles.
LWG-Shot
Grenade Launcher
The LWG-Shot grenade launcher is the most advanced hand-held weapon that is
available in Survival. Firing very lightweight but extremely explosive grenades this
weapon can cause some serious damage to anything in the vicinity of the blast. Direct
hits from anLWG-Shot have even been known to dentsynth-steel.
This is also a popular weapon with the warriors due to the sheer volume of
ammunition that it is possible for a single person to carry.
Armour
Personnel armour, designed to protect individuals against attack from projectiles
and wielded items. The armour included in Survival covers the basic armour types that
have been used throughout history. The armour itself will offer a greater effectiveness
as the technology advances.
The most basic armour is a Chest Protector whereas the most advanced armour is
the Enhanced Full Body Armour.
The following list details all of the separate armours available in Survival:-
1.Chest Protector - basic protection for the chest.
2.Lightweight Chest Protector - a lighter and stronger alternative to the
basic Chest protector.
3.Upper Body Armour- giving full protection to the upper body.
4.Full Body Armour- giving full protection to the whole body.
5.Enhanced Full Body Armour - offering enhanced protection for the full
body.
CP1-Armour
Chest Protector
The basic Chest Protector consists of two plates strapped to the front and back of
the chest respectively. These plates are made of a material that will impede, and
hopefully stop, any projectile, or wielded, weapon that is aimed at the wearer.
The positioning of these plates is to protect the most vulnerable areas of the chest.
The chest being the area of the body where life is most easily extinguished, mainly
being due to the fact that both the heart and the lungs are in the chest cavity.
The early chest protectors were made of heavy material, this made them rather
cumbersome and limited the protection area to the chest.
LCP-Armour
Lightweight Chest Protector
The Lightweight Chest Protector is a more advanced form of the basic Chest
Protector. It has been possible to create as the scientists have now developed a new
material that is much lighter whilst also being stronger that the material used for the
original Chest Protector.
UB1-Armour
Upper Body Armour
Upper Body Armour is armour that, unsurprisingly, gives protection to the upper
body. This armour can be made once the scientists have developed the material for the
Lightweight Chest Protector. The next stage in developing the Upper Body Armour is
to research the new material further to discover how to work it more effectively.
It transpires that the material can be worked into shapes that are suitable for
making armour for limbs.
BS1-Armour
Full Body Armour
Full Body Armour is the logical extension from the Upper Body Armour. With
some additional research going into forming a suitable design to allow walking,
running, and jumping.
The material is, of course, the same as used in the Upper Body Armour.
EBS-Armour
Enhanced Full Body Armour
A new development will allow the new armour material to be treated. This
treatment results in the armour being even stronger.
This increased protection will give your troops a much greater advantage in battle
than any other type of armour offers.
The research and development of this armour means that it will not be available
for a large proportion of the game, and it is also expensive to produce but once your
troops are equipped with this armour they will be an awesome force to contend with.
Miscellaneous Equipment
The miscellaneous equipment section contains items that do not fit directly into
any of the other sections. There are only two items that are listed in this section and
these two items are:
1.Scanner - a motion/life detecting scanner that is hand held. This will be
mainly used by the Warriors in the field.
2.Survival Kit - this again is used by the Warriors and helps them to
survive conditions that they might otherwise fail to survive in.
Scanner
Scanner
The hand-held scanner is used by the warriors during combat, or whilst on patrol.
This unit will show any nearby life-forms so you can imagine the advantage this unit
has for both attack and defensive purposes.
The unit will only be used by the warriors and the defence structures, but as a
player you will only have to select the usage by the warriors.
BSU-Kit
Survival Kit
The Basic Survival Utilities Kit is a collection of useful items that will allow a
warrior to survive longer in the wilderness. This kit contains basic medical supplies,
high energy food pills, rope, short band transmitter, and a selection of different knives.
The survival kit is designed to simply aid the warriors in their long treks through
the wilderness but it is discovered that the various elements contained can be used to
aid in warfare. Specifically the knives can be used as weapons, the rope can be used to
make mutant-traps, and the high energy food pills, when taken going in to battle, will
combine with the additional adrenaline to give the warriors that extra little advantage.
Vehicles
Vehicles play a major part in Survival. Not only are they used for transport of
military and civilian, both professional and citizen, personnel, but they are also used for
transportation of equipment and supplies, and as battle craft.
There are four basic types of vehicle utilised within Survival and these are:
1. Ground Vehicles- these are mainly used for battle purposes.
2. Fighter Craft - high speed fighter craft can decimate an enemy without
even involving the ground troops.
3. Civilian/Equipment/Supplies Transportation - used mainly for
transporting items between habitations.
4. Troop Deployment Craft - these are specifically designed to aid the
troops by improving mobility during battles.
ACE-1
Armoured Car
This is the smallest of the battle vehicles. Fitted with light weapons and an armour
shell the ACE-1 will give your troops a serious advantage over any enemy warriors on
foot. The armour shell will protect the occupants from most light fire but heavier
weaponry will be able to penetrate the vehicle.
With all of the added weight of the armour the ACE-1 is also rather slow.
BG V1 Tank
Light Tank
The successor to the ACE-1 the BG V1 Tank is a proper tank made specifically
for the purpose of warfare, rather than the earlier adaptations. This unit can withstand
a wider range on ammunitions than the ACE-1.
This unit has the advantage of being faster than both the ACE-1 and the warriors
on foot.
All in all this unit is much less vulnerable than the basic armoured cars.
BG X2 Tank
Heavy Tank
This is the most formidable battle machine that does not have the capacity to fly.
With a full synth-steel shell this unit can withstand virtually any blast. Equipped with
not only the standard tank cannon this unit has also been equipped with a high
powered laser cannon.
Just to add that little extra edge the BG X2 Tank has also been equipped with a
short-range radar and, when the unit has been developed, a scanner unit a standard.
This is the best ground unit there is.
SRF Dart
Short Range Fighter
The short rang fighter is extremely popular with your warriors, just as soon as
they have seen one. With its high-speed capabilities and incredible manoeuvrability this
little craft can decimate ground forces.
The only disadvantage that this unit has is that it is only has a limited range and a
short flight time. These two factors limit the unit in its usefulness, and impact on the
enemy forces.
LRF Seeker
Long Range Fighter
The LRF is the solution to the limitations of the SRF. This unit is a two man
fighter that has a much longer range than the Dart.
Nicknamed the Seeker from its abilities to spot enemy armies from great distances
this unit gives an important advantage to any army that has the use of them.
The unit is not so manoeuvrable as the Dart and neither is it as fast but it makes up
for this with the greatly extended range and greater fire-power.
The fire power consists of two long-range cannon and two short-range laser
cannons.
EXF Venom
Enhanced Fighter
The most awesome of all the aircraft in Survival the Venom is a highly
manoeuvrable, extended range, fighter/bomber. Equipped with two high-powered laser
cannons, one long-range cannon, and two short-range cannon this unit can out fire any
opposition on the battle field. Oh it also has a full payload of high-explosive bombs,
just for good measure.
The EXF Venom is the pride of any army that is able to develop them for their
own usage. The enemy will just have to beware.
MK1-FRTR
Freighter
The Mark One Freighter is a basic cargo carrying craft. Only equipped to take one
type of equipment at a time the MK1 is useful but only in a limited fashion.
Hopefully more will develop from this technology but this will be revealed in
Survival (well and in the rest of this Reference Supplement of course). This unit is
relatively cheap and easy to produce.
MK2-FRTR
Large Freighter
This is the logical enhancement to the MK1. The MK2 can carry a much higher
load than the MK1 and the loads are not limited to only one type of equipment.
The MK2 is also a good deal faster than the MK1 so this is a real improvement.
Shuttle A1
Air Shuttle
The Air Shuttle series is based around the Freighter technology but instead of
carrying cargo the craft have been adapted to carry passengers.
The Shuttle is only able to carry citizens, including professionals, between
habitations.
Air-Train
Air-Train
The Air-Train is the ultimate transportation aircraft. Not only can it carry the same
volume of cargo as the MK2 Freighter but it can also carry an equivalent load of
passengers. This is the ultimate transportation device available to your civilisation,
especially as it does all this faster than any of the other transport craft.
The only downfall with the Air-Train is the cost and production time, although
one produce this craft will quickly become invaluable.
Troop TPR
Troop Transporter
The troop transporter is an aircraft unit that is used to transport warriors to the
war-zones. The warriors must be trained with the transporter as the selected additional
equipment.
This unit is a more advanced, but much less luxurious, version of the Air Shuttle.
Designed as the Shuttle A2 the military commandeered this craft exclusively for their
own usage.
Troop CRR
Troop Carrier
Realising that the battle would be stacked more in their favour if larger numbers of
additional warriors could be transported to the war-zone faster the army invested large
sums into producing this larger version of the Troop Transporter.
This craft is not only larger it is also has better armour than its predecessor.
There is little known about the other civilisations within Survival. What we do
know about them is detailed below. It is assumed that you will discover more as time
progresses.
Real Mutants
These are the ugly stupid creatures that wander around the landscape in huge
packs, usually not more that 1000 creatures. Being so ugly and stupid they probably
originated from the wild beasts that once roamed the landscape. Strange creatures such
as bears, horses, cows, apes, and those most evil creatures, the rabbits!!!
These nasty creatures do not just roam the landscape they have an annoying habit
of attacking undefended habitations in search of food.
Kill them if you can, if of course that is the morally correct thing to do. We
would not advocate violence.
Mutants
These disgusting looking creatures are what we assume to be the spawn of the
human race, well those that did not find a nice bunker to avoid the radioactivity from
The War. Not much better than the Real Mutants these creatures can at least form a
basic civilisation with habitations and even an army.
They are generally pretty stupid but they can be used as slaves, sorry manual
labourers, if you can persuade them to join your side.
Enemy
Well this is a really bright name for a civilisation but their leader, a strange bloke
with some really strange ideas, decided that his clan were the supreme beings and as
such they did not have to tolerate anyone else. So a policy was formed that all
outsiders would be massacred and just to make sure that their intentions were clear he
named the clan “Enemy”.
Little else is known about this civilisation as all of our ambassadors have failed to
return.
The Pack
This lot seem to be the most intelligent of the other civilisations that we have
encountered so far. They seem to possess a basic understanding of logic and reason.
We have hopes that we may be able to integrate them into our own civilisation but we
will have to wait and see.
There seems to be no logical reason however for their chosen name. It would appear
that some time ago, a long, long time ago, there was another really eccentric ruler that
had an irrepressible urge to call his society “The Pack” this is sometimes even
shortened to “Thepack” again, for no logical reason, or evenPak”.
“
WORKERS
Workers do all the producing in your society. The items they produce include
weapons, equipment, food, medical supplies, etc. This means that the other professions
all require the services of the workers. This, of course, means that this profession is
fundamental to your society.
HEALERS
Whenever sickness of any sort occurs in your population the healers will deal with
it. They are especially trained to maintain health levels. Having healers in an area will
also raise the overall health-level of that area. They treat, and prevent, wounds,
infections, epidemics, etc.
SCIENTISTS
Scientists make the prototypes needed by the workers. They can both invent new
things and reinvent old things, and analyse objects that are found by the warriors’
explorations. The efficiency of the scientific staff will advance as they invent more and
more items.
CRAFTSMEN
The craftsmen take care of all the building requirements of your society, such as:
residences, buildings, and defence systems. Besides this they also take care of
maintaining and repairing the buildings.
WARRIORS
Warriors are used for all kinds of fighting, both for defence and for attack. They can
act as a large force or simply patrol the borders of your society. The warriors also
maintain law and order. Furthermore they are used to explore new regions. They are
organised in group systems.
CITIZENS
These are the normal people that are not trained in any of the aforementioned
professions. Therefor they can not contribute to any of the different jobs. They can
however breed and thereby increase the size of the population.
Survival Strategies.
Well I guess that you would like to read up on a few different strategies. The
following strategies are designed to help you understand how Survival works by
learning the ins and outs of the gameplay.
The four strategies will take you through four basic ideas that you may follow
when you play Survival. Each idea is taken as an individual plan that must be followed
exactly. Now this is not necessarily how you will play the game as you will probably
combine these strategies into one overall plan. You may find that you will use these
strategies at different stages of the game but then again you may decide that you can
devise your own, better strategies. If this is the case then please do so.
For those who wish to discover the game by playing, I have tried to make these
strategies as simple as possible so that nothing is detracted from your enjoyment of the
game. If you think that reading these strategies will detract from your enjoyment of
Survival then I would suggest that you do not read any further.
For those of you who do wish to read on then I will tell you that there are four
strategies detailed over the following pages. Each of these will follow a totally different
approach to the game. If you decide to try out any of the strategies then I must stress
that you should only follow them to the point that they stop to offer any advancement
to your society. When this happens you should concentrate on the remaining elements
to advance your society to the point where their survival is in no doubt.
I would also like to state that although these strategies cover a good part of the
early gameplay there are sections that have not been discussed. These sections are only
relevant to the latter stages of the game and, as these strategies only start from the
beginning, you will have to incorporate these extra options yourself.
Well here we go then. The four strategies are as follows:-
1. The Conquer Quickly Idea
2. Build and Prepare
3. Explore for Profit
4. R&D First
The basis for this strategy is to eliminate the competition quickly before they can
develop. If you put 100% into developing your armies then you can go all out to
destroy your enemy/enemies and then all that will be required will be to face the
elements.
The downside to this strategy is that if you do not succeed in this objective then
you will lose very quickly, as your civilisation will be weak and unprepared to continue
against stronger foes. You will also have made enemies that will then be intent on
destroying your people to avert any future threat.
OK well we must first decide upon the minim required level of equipment that our
warriors must possess to have a fighting chance. To quickly overpower the enemy you
should first prepare two basic warriors. These warriors should then be sent out to
attack the closest enemy city.
Expect to lose these warriors but there is a chance that they may succeed, if they
do then all well and good, if not then you should, at least, have weakened the enemy
city.
# I am working on the principal that the danger comes mainly from the enemy
civilisations rather than the mutants. With this in mind I am suggesting that the
opposing civilisations are dealt with first, then the armies will go out and hunt down
the remaining mutants.
As soon as the first warriors are trained start some craftsmen building the factory
extension. This is so that we can develop equipment quickly. Use 10 construction
workers.
While the construction is underway you should train and send out two teams of
two expert warriors to attack the two nearest cities. As soon as these have been sent
out you should start the scientific research into weaponry.
You will only need two scientists, one each for research and development.
Next you should train up some workers to manufacture the weapons.
When the workers are trained you should educate your warriors in teams of two
until you have some weapons available. The weapons should be produced in batches of
four, in the factory.
Once each batch of weapons are ready you should train your warriors in teams of
four expert warriors and equip them with the weaponry.
These teams should then be successful in your quest to destroy your enemies.
Once the other civilisations are destroyed you can use your armies to combat the
wandering mutants.
All that is now left is to advance your civilisation to the required level to guarantee
survival.
If you do not wish to gamble on an all-out assault on the enemy the direct
alternative would be to prepare your civilisation as fully as possible before any attacks
are commenced. This way your war effort is supported by a solid and stable civilisation
from where resources and recruits can be drawn as they are needed.
Now of course the down-side to this strategy is that you must make sure to
develop at a faster, and more efficient rate, than any of your competition. Obviously
they will have just as much time to develop as yourself, so if you start to lag behind
then it is quite possible that you will not be able to catch up.
You will have little indication to know how the enemy/enemies are doing until you
try to attack them so you will just have to hope that you are advancing at a faster rate
than they are.
OK well the first thing is to start to develop equipment and a production line. So
first train up six scientists.
When the scientists have been trained you should put four to work on research
and two on development. Keeping an eye on the science department will allow you to
make any necessary changes should one team start lagging behind.
After the scientists have been trained you should train up a team of twenty
craftsmen to start constructing the extensions required for your first habitation. Once
they have been trained you should build the factory extension to allow the production
of all of your equipment.
The next stage is to prepare a team of explorers. These will be a team of warriors
who will travel over the landscape searching the ruins for remnants of old equipment.
Any equipment found will be researched by the scientists and can then be developed
into useful equipment that can be produced to aid the advancement of your society.
You should train a team of workers in readiness for the factory. This will allow
you to begin production as soon as the factory has been built. As the factory is
completed your craftsmen should be set to producing the additional extensions in turn.
As an overall plan for your craftsmen they should build a habitation and then build
all of the add-ons before moving on to start a new habitation.
Keep your explorers searching all of the available ruins for new equipment to
research.
Use your factory workers to keep a regular production line producing all of the
equipment to enhance your habitations, when you have built all of the available
enhancements you should prepare equipment for your future armies.
By following this strategy you will be able to expand your civilisation steadily but
without having many weaknesses. The only real threat will be if another civilisation
develops at a faster rate than yours because they may take it upon themselves to
destroy you.
Just prepare well and remember to keep an eye out for the enemy.
This third strategy is a fairly simple one. The old ruins contain three things that are
of interest to you. The first being equipment, the second being valuables, and the third
being people. Each of these are useful depending on the strategy being followed.
The element that we will concentrate for this strategy is the monetary side of
things.
Now everything costs so it will benefit your civilisation if you have a store of
valuables. The value of your treasury can be raised in two manners. The first being by
increasing the tax rate, this will have negative effects on your population if they are
taxed too highly so you should be careful with this approach. The second way is to
discover ancient valuables in the ruins dotted around the landscape. This discovery is
what we will base this strategy upon.
First create a singe amateur warrior and then send this warrior out to explore the
closest ruin. As soon as he has been created repeat the process with three more
warriors sending each out to cover different areas of the map (it is easiest if you divide
the map into four quarters and assign each warrior to a quarter).
These warriors will be sent to investigate all of the ruins in their areas finding as
much in the way of valuables as it is possible to do.
When all of these warriors have been trained and then sent out you should decide
on the remainder of you strategy. If you are going to use one of the other strategies,
offered in this section, then you should make sure to miss out any of the exploration
options.
This option will give you a head start in the monetary stakes which should
hopefully give you the advantage that you need to succeed at Survival.
The final strategy offered can be successfully incorporated into the other three
strategies. The easiest of the other three to join this strategy with is the Explore for
Profit strategy.
To follow this strategy you will be concentrating on the scientific research and
development over and above any other areas.
So to get things started you should first train four scientists. These will be put to
work on pure research.
When these have been trained you should train two teams of Expert Warriors to
go out to explore the ruins that are spread over the landscape. This is in order to
discover any ancient equipment that may be able to be utilised by the scientists.
When these warriors have been trained and sent on their way you should next train
up fourteen scientists. These scientists will be spread out across both research and
development so that you will end up with two teams of eight.
Now you may find that you do not have enough work to keep all of your scientists
busy all of the time, if this is the case you should train up some additional warrior
teams to increase the exploration effort.
Once everything is balanced in the R&D labs you should then start to work on the
other areas of the game.
This strategy will allow you to prepare as much as possible to create so that there is no
delay if you require a certain item of equipment. You will also benefit by not wasting
production time and money developing one item only to replace it straight afterwards.
When educating citizens if you educate them one at a time they are available to
work as each person completes training. If you educate en-mass then you have to wait
until all the training is complete before you can use any of these citizens. Now this will
mean that you will have to keep an eye on the education so that you do not have too
many days without any educating occurring.
Sending a single amateur soldier out to explore the ruins as soon as the game
starts will give you the instant advantages of any money and equipment that can be
found. If done correctly this can benefit your cause greatly.
Train up your workers to coincide with the opening of the factory. This will allow you
to begin construction as soon as the factory has been completed.
Credits
Project Management: Bjarne Nørgård
Programming: Dennis R. Mortensen
Steffen Skov
Music: Jesper Holmgård
Graphics: René W. Olsen
Testing: Bjarne Nørgård
Pete Rundle
Paul Wootten
Manual and Acrobat: Pete Rundle
German Translation: SoftBear, Wöffy Sonneschein