Survival
Survival
Survival
SURVIVAL
A C-Design Production.
Brought to you by
Interactivision
Welcome To Survival.
We must also extend our thanks to you for purchasing this product and we
hope that you gain some serious enjoyment from the playing of 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
Title Picture
Title Page
Welcome
Chapter 2 - Contents
Page 1 - Heading Contents
Page 2 - Heading Contents
Page 3 - Heading Contents
Page 4 - Game Screens
Chapter 3 - Set-up
Box contents
CD Files
System Requirements
Installation
DOS
Windows
Windows 95
OS/2 Warp
Chapter 5 - Reference
Point-and-click Help Section
Game Screens
Screens Information
Screen Items
Build Items
Production Items
Other Civilisations
Citizen Classes
Once you have confirmed that you do indeed have the full
package you should follow the relevant installation procedure to
get Survival ready to play.
Box Contents:-
System Requirements:-
Requirements
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
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:-
DOS
Windows
Windows 95
and OS/2 Warp
The systems have eventually worn out and failed so when the life sustaining
equipment finally gave up the only option was to go back to the surface.
When you arrived on the surface you discovered that the world had changed
significantly from the one described in the stories, the radiation level was high
but it could be tolerated, there were huge packs of hungry mutants wandering
the landscape, and there was little in the way of resources.
So all that was left to do was to explore the world that you found yourself in,
set up habitations, protect your people from the mutants, and other foes, and try
to build a new civilisation.
To do all this there is one basic task, one that will not be easy, and that task is
to take your people into the world and then to work towards Survival.
To complete Survival you will need to take your people through all of the
trials of life in a dangerous and radioactive environment, exploring everything,
defeating all your foes, and building a new solid civilisation that will face the
future ready for anything.
It was time to re-start living again. We, the survivors, have to move out onto
the surface again. It has been one hundred and twenty seven years since our
people have seen the light of the sun.
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.
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 correctinstallation guide.
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 theCity 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 theScenario 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 theEducation 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 theScience 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 theconstruction.
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 the Factory.
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 fullmanual, naturally enough.
We do recommend that you read through the fullmanual 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.
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.
We are not going to give you a run-down of exactly how to play the game!
You will have to work this out for yourselves, it will be much more fun this way
believe me.
No seriously we can not tell you how to play this game it is not a simulator,
you will have to work out all of the intricacies yourself, otherwise there would be
little point in calling it Survival would there?
What we have done with this manual is to provide you with a basic set of
instructions on how to operate the game and then linked this to a solid reference
guide that will allow you to easily access any information that you require, when
you require it.
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.
INFO
Manual by PAR of Paradise Design
Survival from Interactivision Chapter 5 - Reference Game Screens
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Manual by PAR of Paradise Design
Survival from Interactivision Chapter 5 - Reference Game Screens
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Manual by PAR of Paradise Design
Survival from Interactivision Chapter 5 - Reference Game Screens
Transport Schedule
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Survival from Interactivision Chapter 5 - Reference Game Screens
Science Screen
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Manual by PAR of Paradise Design
Survival from Interactivision Chapter 5 - Reference Game Screens
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Manual by PAR of Paradise Design
Survival from Interactivision Chapter 5 - Reference Game Screens
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Manual by PAR of Paradise Design
Survival from Interactivision Chapter 5 - Reference Game Screens
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Manual by PAR of Paradise Design
Survival from Interactivision Chapter 5 - Reference Game Screens
Build Information
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Survival from Interactivision Chapter 5 - Reference Game Screens
Habitation Screen
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Survival from Interactivision Chapter 5 - Reference Game Screens
Education Screen
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Survival from Interactivision Chapter 5 - Reference Game Screens
Factory Screen
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Survival from Interactivision Chapter 5 - Reference Game Screens
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Manual by PAR of Paradise Design
Survival from Interactivision Chapter 5 - Reference Game Screens
Army Creation
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Survival from Interactivision Chapter 5 - Reference Game Screens
Army Orders
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Survival from Interactivision Chapter 5 - Reference Game Screens
Load Screen
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Save Screen
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Survival from Interactivision Chapter 5 - Reference Game Screens
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Survival from Interactivision Chapter 5 - Reference Screens Info.
This is the Game Start Screen. From here you can set-up and begin a new
game, load a previously saved game, or even quit to DOS or Windows.
You can also choose which language that you wish the game to use.
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The Full Map Screen is where you will start the game from. Displaying the
entire play area this map is used mainly to control the expansion of your
civilisation. This map displays all of your own cities, the opposing civilisation’s
cities, and all of the ruins that are dotted around the landscape.
You can only build from this screen, this option has been selected so that
you can plan your society with the complete picture in mind.
The other main usage of this screen is the evaluation window which
contains a graphical representation of the status of your civilisation.
You can access the other two map screens, the science department, the
transportation schedule, the build requester, and the options screen.
You will also be able to access any of your cities by clicking on them.
The army information box will display details of any relevant army activity
whilst you are viewing this screen. You will not be able to see the armies as they
will only be displayed on the two smaller scale maps.
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The Zoom Map shows about a quarter of the continent. You will see all of
the buildings, as on the Full Map, but you will now see all of the creature
movements. This includes your armies, opposing armies, and mutants.
The zoom map is where you will control your armies. Particularly for
exploration and attacks.
Items that can be accessed from the Zoom Map Screen are as follows; The
Full Map, The Tactical Map, The Science Section, The Options Screen, The
Build Information.
You can also access all of your cities, and armies from this map, providing
they are on screen.
The one additional feature that I have not mentioned is the small continent
map in the upper right corner. This is the view selection map. To select the area
viewed by the main map you can click in this small map and the main view will
centre around the point that you selected. If you are not sure quite where an item
is then you can scroll the map by holding the left mouse button down and
dragging the cursor around the continent map.
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The specific items are the different terrain, the habitations, the ruins, the
war-zones, the birds, armies, and transportation units. The interesting items have
been listed below with any relevant information pertaining to each item.
Terrain :
Terrain Type Food Value Defence Value Movement Cost
Ocean 750 0 -
River 500 0 4
Plain 250 1 1
Swamp 250 3 3
Forest 500 2 2
Hills 250 2 2
Mountain 0 2 4
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Imagine the nightmare of trying to remember the routes and times of just
five craft, whilst also monitoring the scientific research and development,
exploration teams, building projects, and production schedules for all of your
factories. Now try and imagine taking care of twenty or more ships whilst doing
all of this.
This screen is another of the options within Survival that is used more as the
game develops.
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The science screen is where all your research and development occurs. You
can only have a science department in your capital so if you are going to change
your capital it is wise to plan carefully so that you can move all of your scientists
to the new site.
Offering just the research and development departments you will have to
monitor the development carefully and plan. Otherwise you may find that you do
not have that vital piece of equipment at the time it is needed most.
For the purposes of Survival all your scientists are equally adept at research
and development so you can move them between departments as you wish.
The bottom of the screen contains images of the items that have been
researched, generating a blueprint, or then developed into a prototype.
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Build - Info.
Building within your civilisation is produced with craftsmen. The craftsmen
work as a single team allowing each item to be completed as soon as is possible.
When you select to build you will be given the choices displayed in the
Build Requester. This requester is only available from the Full Map.
There are basically two types of construction that you will undertake within
Survival, these groups can be sub-divided of course. The first group is the new
habitation, village, town, city, or fortress. The second group covers
enhancements to existing habitations, the fortress cannot be enhanced in any
way. Enhancing a habitation can be done in a number of ways, if the habitation is
a village then it can be upgrades to either a town or a city, a town can only be
upgraded to a city, the other enhancements that can be added are defence
structures, three levels are available, and then you have the general extensions.
These general extensions are the Hospital, the Greenhouse, the Transport
Depot, and the Factory.
When you select anything on the Build Requester you will be informed as to
its cost and what it is, this you will quickly learn. You will not be given details
regarding how long the construction will take as there is are a few random factors
that will affect this. Notably the time that it takes to set up the project.
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The Habitation Screen is where you will view the individual habitations. For
each habitation you will be able to see how many of each profession is resident
there. What items are installed (these are items such as power plants, climate
control, and anti-pollution devices.
Also displayed are the current values for the habitations overall morale and
defence.
The view shows your habitation complete with all of the additional
constructions that you have added to it.
Once you have learnt to recognise all of the items you will be able to process
items though your individual habitations with ease.
This screen is an important link within Survival because it allows you access
to the education, factory, and Transport Depot screens.
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Education - Info.
The warriors have one other setting that is not used for other professions and
that is the Level option. Warriors can be either Amateur, Pro, or Expert.
Educate your citizens wisely and remember that it is only the general
populace that generate young.
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Factory - Info.
The factory is the place in your civilisation where you will produce all the
items that have been developed by your scientists.
You have a production schedule that you can assign seven sets of production
to. For each production you can manufacture multiple copies of the desired item,
so long as you have sufficient cash reserves. Remember that you have to pay for
everything in advance.
You do have one special option within the factory and that is the ability to
prioritise an item. The work will be suspended on the current item so that the
selected priority item can be produced. Once the priority item is completed the
production schedule will return to normal.
The items that you can manufacture are shown in the listing at the bottom of
the page. It is wise to pay attention when the items are being developed so that
you will recognise the items that you wish to produce.
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The Transportation Depot is where you ship people and equipment around
from within you civilisation. You can also use this screen to check on the
amounts of various resources, such as power and food.
Basically you will use this screen to load and unload your transportation
craft. It is from here that you will determine the routes taken by your craft, and
what it is that they will be carrying.
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Army - Info.
There are two areas that you will use to control your armies from. The first is
the Army Creation Requester that is accessed by right-clicking on a habitation.
The second is the Army Orders page, this can be viewed from either the Zoom
Map or from the Tactical Map, where you will use the icons to generate orders
for your armies.
When you are creating an army and you have accessed the Army Creation
Requester you will then be able to create your army from the available units.
Once you have created an army you can order it by left-clicking on the army.
This will freeze the view and the clock, and you will be presented with six icons
allowing you to order this army.
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•Go To - your army will go to the selected location and then wait for
more orders.
•Guard - your army will go to and then guard the selected location.
They will then report on any activity in their area.
•Attack - your army will attack the selected habitation, army, or
mutant pack.
•Contact - you will contact the selected foe and, if you are clever
enough, they may even join you.
•Explore - your army will explore the selected destination. If
anything is discovered then it will be sent back to your capital.
•Execute orders - this will complete the order giving process and you
will go back to the map screen.
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You are very unlikely to always complete a full game of Survival in one
sitting, especially as you start to progress further into the game. One game of
Survival can take weeks to play, even with concentrated playing.
With this in mind we have implemented the option to save your game, as I
am quite sure you expected.
There are some ten save game slots, each one numbered so it will not be
difficult to find your previous save position.
You will access these saved games from the Game Start Screen. To save a
game you will need to go to the Options Screen.
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This is the screen that you will view when your current game of Survival is
ended. There are a number of variations to this screen but these will depend on
exactly how you lost the game.
There is of course one more alternative and that is that you won. If this is the
case then congratulations.
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Continents:
The two continents that you can choose from in Survival are, as you can
see, North America and Europe.
Each of the continents will require a different strategy for you to be able to
complete them.
To select the required continent for your game you should click the mouse
on the continent desired.
The name of the continent will be displayed in the text box underneath the
diagrams shown above.
To select the location of your first city in a new game of Survival you
should first click on this icon and then select the location that you desire. To
select this location you just have to position the mouse pointer over the desired
spot, on one of the two continent maps, and then click the left button.
You will see a red spot appear when you have clicked the mouse. If this is
the desired location then you should proceed with your game. If you have
accidentally selected the wrong position then you should repeat the process.
You will see a red spot showing the default location for each continent, if
you are happy with this location then you will not have to select your own start
site you can just start the game.
Language
This icon allows you to select the required language. To select the language
required for the game you should just click in this box with the mouse.
Cash
You should keep a close eye on this when your finances are low as you will
not be able to continue if you run out of funds.
Date
This will display the current date. You will need to keep an eye on this so
that you can minister all of your productions, and scientific projects efficiently.
Each day will last approximately three seconds whilst you are on one of the
map screens.
Time will pause whenever you do anything, such as enter one of the non-
map screens or when you are moving the mouse across the map. The time will
also pause if the pointer is placed on an object on the map that displays a name.
Army Information
This section will also display the orders for your armies as you are setting
them. See Army Orders for details.
This map shows the whole continent in which you are playing. This Full
Map shows only your habitations, the enemy habitations, and the ruins.
The Zoom Map only displays about a quarter of the continent. The display
is more detailed than the Full Map so that it shows moving items as well as the
habitations.
The items that are shown include you armies, enemy armies, and mutants.
All of the habitations and ruins are also shown.
This map is used to navigate quickly when you are using either the Zoom
Map or the Tactical Map.
All that you have to do is to click on the desired area, with the mouse, and
the main view will change to the selected location. If you are searching for a
certain item then you can “drag” the view by holding down the left mouse
button and then moving the mouse pointer around in this Small Map.
This map is the most detailed in Survival showing every item in full rather
than as a dot. You will be able to see armies, mutants, habitations, ruins, wars,
and terrain types in detail.
This map only covers a very small area and is used mainly for small
distance tactical manoeuvres, hence the name Tactical Map.
The arrows on the map are used to scroll the map. This is done by clicking
on the relevant arrow with the mouse.
This button will display the locations of your armies on the map.
The chart will display information pertaining to the relevant selection. The
information displayed will cover the previous four months, approximately.
This shows the total number of professionals that you have currently in
your civilisation.
This is where you select your capital. You can change your capital once
every month, if you so desire.
To select the habitation that you wish to be your capital use the arrows to
cycle through the available habitations.
You should also take into account that the capital is the only place that you
can educate craftsmen and scientists. It is also the only place that the scientists
can work.
So you should plan carefully as and when you decide to change your
capital.
To change the tax rate for your civilisation you will have to use this
control. The tax rate is set at a single rate over your whole civilisation.
To alter the rate you just click on the relevant arrow with the mouse.
You should be careful when altering the tax rate so as not to make your
citizens too unhappy or they may revolt.
Tax is collected daily so that you can react to any problems immediately.
This is where you can select to turn your sound effects and/or music on or
off.
Just Select the relevant arrow to make your desired selection.
Transportation - Information
This details the type of transportation that is used for this run.
Research
Your scientists will research items in the order that they are discovered.
When an item has been researched a blueprint will be produced that the
prototype can be built from by your Development department.
The research takes much less time than the development. This is because it
is relatively simple to come up with the basic idea for an item but it is much
harder to turn, even specific, ideas into a working product.
Development
Once an item has been processed by your scientists a picture will appear in
this section. Each item has four stages that it has to progress through before it
can be put to use in your civilisation.
These stages are as follows:
As items are being worked on in one of the two science departments you
will be able to see, using these panels, the state of each item.
The panel contains a number of information items which are as follows:
•Name - This is the name of the item that is currently being worked upon.
•%age - This shows how fat the work on this item has progressed as a
percentage.
•Time Left - this is the remaining time that is needed to complete the project
using the currently allocated number of scientists.
•Total Time - this is the total time that the current project will take using the
currently allocated number of scientists.
•Used Time - this shows the used time as it relates to the currently allocated
number of scientists.
Scientists - Allocation
Construction Initialising
Build Information
City Information
The Morale is a value that refers to the current happiness of your citizens in
this particular habitation.
Stock
Stock - the items that are shown in the habitation stock are items that can
be installed within each habitation. These items include power generator units,
climate control units, and anti pollution units.
You can cycle through the available stocks, using the two arrows, and
select to install any item to your habitation, assuming you have not installed the
maximum of three items already.
Utilised Items
These items are the installed items within your habitations. You can install
three items in each habitation.
To install an item you will have to have the item in stock.
If you decide to move an item back into stock, for upgrade or alteration
reasons, then you should just click on the item that you wish to remove.
Citizen Details
Animations
These really do not do very much but they do make the page look more
interesting.
Check out the variations on the brain-wave activity chart (bottom left).
Equipment Information
You can equip your warriors with various items of equipment. The three
types of equipment are weapons, armour, and equipment.
When a warrior is kited out with equipment then they do not use either
weapons or armour.
The other choice, available in the bottom window, is to train your warriors
using the various vehicles, once you have produced them.
Number to process
This is the number of people that you wish to educate in this current batch.
You are limited by the number of citizens available. Warrior education can also
be limited by the number of relevant units that have been produced that you
have selected for them to be trained with.
You can alter this number during the education process but only within the
limitations imposed by the aforementioned factors.
Citizens
This is the total number of untrained citizens in your current habitation. All
of these citizens can be educated to a profession, but remember that once
educated these citizens do not reproduce.
Level Options
When you are educating Warriors you can also select the level of training
that the current batch will be trained to.
The three options here are Amateur, Pro., and Expert.
The higher the level the more they cost to educate and the more time the
education process will take.
Status
The status displays the current state of the education. Displaying cost,
percentage, and time remaining, you can control your education with ease.
When education warriors you are also informed of the unit number, this is
primarily used when you are shipping units between habitations.
Production Schedule
This is the production schedule. The items are produced in the order that
they appear on the production schedule, starting at the top. This is only
superseded by the use of the Priority function.
When you assign items to the production schedule you will pay for them
immediately so think carefully before ordering huge volumes of expensive
equipment.
Once you have selected an item of equipment to produce you can then set
the number of units of each item to produce using the arrows in the amount box.
Item Stats
The Item stats detail the times and percentages relating to the production
run currently underway. If a priority order is placed on another item then the
current production will be suspended until the priority order is cancelled.
The details shown are the amount of units to be produced of the current
item, the percentage that has been completed, the total time that the run will
take, assuming that you do not add more workers to the workforce, the used
time, and the remaining time.
Workers
This box displays the current number of workers that are resident in the
current habitation (all workers work). The greater the number of workers the
faster the production runs are completed. The opposite is also true.
The add function will allow you to prepare a new production run. This run
will be added to the bottom of the production schedule. You can only select to
have seven items in your production schedule.
If you select add by mistake then you should select an empty space from
the production items listing to cancel the request.
The remove function will allow you to remove an item from the production
schedule. This is sometimes necessary but if possible you should avoid doing
this as you pay for a production run when the run is added to the production
schedule. If you cancel this order then you will have lost your investment.
The priority function will allow you to override the production schedule
and select an item to be produced first. This will suspend production of the
current item.
Production Items
The items that are available for production are displayed in this graphical
listing. When you select to add an item to the production schedule you will have
to click on the picture of the desired item to select it.
To cycle through the available production items you should use the arrows
to the right of the display.
You will only be able to produce items when they have been both
researched and developed by your scientist teams.
Equipment
The equipment button allows you access to the list of available equipment.
This equipment is displayed in the object box where you can select the desired
item from.
The term “equipment” covers all of the items produced by your workers in
the factory extension.
Food
Food is the term used to cover sustenance giving materials. Things that are
consumed by the population for purposes of replenishing body materials.
To simplify that statement food covers all items that are either food or
drink.
There is also a food value displayed in the information panel. This value is
the average amount of food that is generated by the area surrounding the
habitation. This value can be increased by building the greenhouse.
Energy
Energy is required for your society for almost everything. The climate
being very harsh in the aftermath of the nuclear winter that followed The War.
Energy is produced in you habitations by simple methods that the
individual citizens can control. As you start to expand your habitations you will
discover that the power generated by the citizens individually is not sufficient
fir your requirements.
When this happens you will require a power station of some description.
There are three to choose from in Survival, once you have developed them. The
first is a coal powered Combustion Power Station, the second a Nuclear Fission
reactor, and the third a Nuclear Fusion Reactor.
People
The people in your habitation are displayed in the object box, one type at a
time. This includes all of the professions and the normal citizens.
The warriors have an extra option you do not just allocate them by number
but by team. Each unit is given a number when they are trained, this number is
kept for as long as the unit is still active.
When the chosen personnel type is chosen you can select the required
number of them to load into the transportation craft.
You are limited to using craft that can carry people for personnel
transportation.
Number/Copies
This is the number of the selected item that have been selected to be loaded
onto the desired transportation device. When the item type is selected the total
number of these items is displayed. You can then alter this number, to a smaller
amount, if you do not want to transport all of the selected items.
As the numbers can get quite large there are two ways in which to alter the
number of selected items. The left mouse button alters one item at a time whilst
the right mouse button alters twenty five items with a single click.
The numbers of the selected item that can be loaded will vary according to
the selected transportation craft.
Unit / Type
The unit and type selection are used for the selection of warriors. You do
not select warriors by number but instead you select them by their unit
numbers.
When you select warriors you will notice that this section will display the
unit’s number and type, the three boxes will also display the chosen unit’s
equipment, weapons, and armour, where applicable.
You can cycle through the available units with the two arrows inside this
box.
Ship
This is where you will select the desired craft for loading, unloading, or
transportation.
You will, of course, be limited as to the types and amounts of
equipment/personnel that you can load according to the available, and selected,
craft.
You have four transportation craft to choose from. Two of these are
equipment only craft, one is personnel only, and the other can carry both
personnel and equipment.
Load / Unload
Use these icons to load or unload the selected items. Unload will
completely unload the whole craft.
Go
This will enter the selection map where the whole continent is displayed
with only the habitations showing. You should select the desired habitation and
then click on it. Your craft will then be underway with its chosen cargo.
Once you have sent a craft on its way you will then be able to monitor its
progress using the Transportation Schedule.
Disband
This button should be used with care. You can scrap the selected
transportation craft using this button. Once a craft has been scrapped you
cannot get it back.
Army Requester
This is the army requester. To access this requester you will have to right-
click on either a habitation or on an existing army. This requester allows you to
create armies from the individual teams that have been formed through
education and training. The box on the left shows all the currently available
teams at the selected location. The box on the right is used to display the
selected units that will make up your next army.
When the required units are selected, click on “Make” to form this army.
If you should decide that you do not want an army then you can terminate
them by selecting the required units and Disbanding them.
Cancel will exit without making any changes.
Army Types
There are a number of different army unit types within Survival. These are
as follows:
Infantry - Foot warriors usually with both weapons and armour, but not
necessarily.
Tank - A unit equipped with ground based battle vehicles (Tanks).
Fighter - Air based units equipped with fighter craft.
Scout - Usually small teams that are equipped with scanners. These are
useful in battle as they enhance both attack and defence capabilities.
Ranger - Rangers are equipped with survival kits. This makes them
particularly suited to exploration.
Airborne - Warriors equipped with vehicles other than fighter craft.
Make
Once you have selected the desired units to compile you army you will then
use this button to confirm your choice and create the army.
Disband
If for any reason you decide that you no longer require a certain army you
can disband their unit. Army units tend to react badly to being told that they are
not wanted anymore so they will almost always go off and join some nomads or
a group living in a ruin.
There are a number of reasons that you may wish to disband an army but
the two main reasons are that the army in question has contracted a disease.
This could cause an epidemic if they were to return to any of your habitations.
The other main reason is so that you can remove the old badly-equipped armies
and replace them with new better-equipped ones.
Contact
During Survival you can send your armies to contact the other civilisations’
armies. When contact is made the two armies sit down to discuss matters of
importance.
The reason that you would want to talk to the other armies is so that you
can persuade them to defect to your side. To do this will require some very
skilled conversation.
The possible outcome of any conversation will be that:
1.All of the other army joins you.
2.Some of them join you.
3.None of them join you and you part as friends.
4.They take offence and start fighting.
Fight
This is, as you may expect, the command to send your troops into battle.
You may attack any habitation, army, or pack of mutants that is not part of your
own civilisation (ruins are not habitations).
When you are fighting it will cost money and morale, so if you have cash-
flow problems, or citizen unrest, then it may not be a wise move to start a battle.
Explore
Guard
Go-to
When you are ordering your army units around the landscape you will not
always be able to send them straight to their destinations. This is where the Go-
to command is most often used.
There is also a strategic use for this command allowing you to place your
armies for an attack.
There are ten save game slots within Survival. Each slot can be used to,
obviously, save your position in a single game so that you can return to it at a
later time or date.
To save your game you should go to the Options Screen where you will be
able to select the Save Game button. After this has been selected you will be
presented with a window containing the ten Save Game Slots. To save your
game just left-click on the chosen slot.
To load a previously saved game you will need to go to the Game Start
Screen, you will see this every time you load Survival, and select the Load
Game button. This will present you with the same ten slots and you can select
the relevant slot to carry on with your previously saved game.
There is also another option available when loading a game, and that is to
click on the New Game option. This will allow you to start a new game.
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
• Defence
• Extensions
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.
Each habitation can be one of four basic units. These are the:-
•Village
•Town
•City
•Fortress
The Fortress is only used for your military, and as such it can only be
inhabited by warriors.
Village
Town
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 the fortress 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.
The three options are:-
•Light Defence
•Medium Defence
•Heavy 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 imposing synth-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 theFortress, 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.
The Extensions are as follows:
•Transport Depot
•Factory Unit
•Hospital
•Greenhouse
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
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.
The following table is so that you can quickly obtain the information that
you need when evaluating what to build.
Item Name Energy (+/-) Cost to Build Time to Build
Habitations
Village +500 5000 1000
Town +2500 10000 2500
City +12500 20000 6000
Fortress +500 12500 5000
Defence Structures
Light Defence -100 1000 250
Medium Defence -200 2000 500
Heavy Defence -500 4000 750
Extensions
Transport Depot -500 1250 175
Factory -3000 2000 200
Extension
Hospital -500 4000 200
Food Extension -1000 1500 150
The following links are all to the production items. We have produced this
page to allow you to access information on the different items from either
their names, their item type, or from their graphical icon.
These two pages cover the graphical and name selections and the normal
contents covers the item types.
Power Plants
Combustion
Stats.
Research Time - 50
Development Time - 500
Production Time - 450
Production Cost - 1500
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.
Stats.
Research Time - 250
Development Time - 2500
Production Time - 1200
Production Cost - 10000
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.
Stats.
Research Time - 500
Development Time - 10000
Production Time - 10000
Production Cost - 50000
The habitation safety equipment is required for two basic scenarios. The
first is when the temperature drops to a level that is too low to support human
life. While the second scenario is to do with the amounts of pollution in the air,
the dangerous pollution in question is the radioactive pollution that is still
present from the war.
You will find that your people can stand a limited amount of suffering but if
they are left exposed for too long they will not survive.
To solve these problems you will need to develop two specific items of
equipment:-
1.Climate Control - This is a unit that has the result of protecting your
citizens from any adverse weather conditions.
2.Anti-pollution Control - This has the same affect regarding pollution
but it is especially sensitive to radioactive pollution.
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.
Stats.
Research Time - 100
Development Time - 300
Production Time - 500
Production Cost - 4500
Clene-air
Anti-pollution Control
Stats.
Research Time - 120
Development Time - 600
Production Time - 600
Production Cost - 6500
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:-
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.
Stats.
Research Time - 20
Development Time - 20
Production Time - 30
Production Cost - 50
Attack Value - 1
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.
Stats.
Research Time - 30
Development Time - 40
Production Time - 45
Production Cost - 100
Attack Value - 3
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.
Stats.
Research Time - 40
Development Time - 60
Production Time - 60
Production Cost - 150
Attack Value - 6
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.
Stats.
Research Time - 50
Development Time - 80
Production Time - 75
Production Cost - 200
Attack Value - 10
LWG-Shot
Grenade Launcher
Stats.
Research Time - 60
Development Time - 100
Production Time - 90
Production Cost - 250
Attack Value - 25
Armour
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.
Stats.
Research Time - 40
Development Time - 220
Production Time - 30
Production Cost - 50
Defence Value - 1
LCP-Armour
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.
Stats.
Research Time - 56
Development Time - 300
Production Time - 45
Production Cost - 100
Defence Value - 3
UB1-Armour
Stats.
Research Time - 82
Development Time - 400
Production Time - 60
Production Cost - 150
Defence Value - 6
BS1-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.
Stats.
Research Time - 108
Development Time - 600
Production Time - 75
Production Cost - 200
Defence Value - 11
EBS-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.
Stats.
Research Time - 136
Development Time - 800
Production Time - 90
Production Cost - 250
Defence Value - 18
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:
Scanner
Scanner
Stats.
Research Time - 50
Development Time - 200
Production Time - 100
Production Cost - 150
Attack Value - 3
Defence Value - 3
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.
Stats.
Research Time - 25
Development Time - 100
Production Time - 80
Production Cost - 125
Defence Value - 5
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:
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.
Stats.
Research Time - 50
Development Time - 500
Production Time - 250
Production Cost - 200
Attack Value - 8
Defence Value - 25
Movement Value - 25
BG V1 Tank
Light Tank
Stats.
Research Time - 75
Development Time - 750
Production Time - 350
Production Cost - 400
Attack Value - 13
Defence Value - 40
Movement Value - 40
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.
Stats.
Research Time - 100
Development Time - 1000
Production Time - 550
Production Cost - 750
Attack Value - 20
Defence Value - 50
Movement Value - 50
SRF Dart
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.
Stats.
Research Time - 175
Development Time - 750
Production Time - 800
Production Cost - 550
Attack Value - 10
Defence Value - 20
Movement Value - 25
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.
Stats.
Research Time - 225
Development Time - 1000
Production Time - 1050
Production Cost - 825
Attack Value - 50
Defence Value - 25
Movement Value - 40
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.
Stats.
Research Time - 275
Development Time - 1250
Production Time - 1600
Production Cost - 1200
Attack Value - 50
Defence Value - 50
Movement Value - 50
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.
Stats.
Research Time - 60
Development Time - 500
Production Time - 600
Production Cost - 1250
Movement Value - 3
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.
Stats.
Research Time - 80
Development Time - 700
Production Time - 900
Production Cost - 1750
Movement Value - 5
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.
Stats.
Research Time - 100
Development Time - 750
Production Time - 850
Production Cost - 2500
Movement Value - 7
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.
Stats.
Research Time - 200
Development Time - 1250
Production Time - 2000
Production Cost - 5000
Movement Value - 15
Troop TPR
Troop Transporter
Stats.
Research Time - 75
Development Time - 1000
Production Time - 450
Production Cost - 1300
Defence Value - 10
Movement Value - 10
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.
Stats.
Research Time - 90
Development Time - 1200
Production Time - 550
Production Cost - 1400
Defence Value - 15
Movement Value - 15
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
•Mutants
•Enemy
•The Pack
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
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 even
“Pak”.
• Worker
• Healer
• Scientist
• Craftsman
• Warrior
• Citizen
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.
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.
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.
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.
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.
Well first things first. This is an Acrobat manual. There are three
basic ways to use an Acrobat manual: -
1. The first is to use the Acrobat controls located on the tool bar (for
details please read the Acrobat help which was installed with the
Acrobat reader).
2. The second is to use the bookmarks on the left of the screen.
Just click on the relevant page name with the mouse.
3. Finally by using the hyper-links. All hypertext is coloured red, and
the hyper-links are assigned to the navigation icons on each page (The
arrows take you forwards or backwards one page, and the "C" icon goes
to the "Contents" page.
Within the Survival Manual we have also included a section, the
Help Section, where you can click on different sections of the screen-
shot. You will then either be given details on the item that you have
clicked on, or taken to the screen that you would go to if you were in the
game itself.
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
The production team would like to say thanks to the following people:
Also all of the other people who contributed to this project either directly or
indirectly.
Finally our deepest thanks goes to those people who purchased Survival.
Without whom the whole project would have been rather pointless.
Oh and also thanks goes to anyone else that is feeling left out from all of
the above.