  ; mule text help - compiled with 'makehelp'
  ; (c) Toni Rsnen & imagination, 1998-2000
  ;
  ; simple help file.
  ; structure:
  ;   from end and begin of line all whitespaces are stripped
  ;   first string on line...
  ;     @PAGE n = specify page; n MUST be valid integer
  ;     @TITLE xxx = page title "xxx" (string)
  ;     @PAGEEND = page end
  ;     @NEXTPAGE = specify next page
  ;     @END = end of file
  ; recommendation: do not alter the format. use "@PAGE 1" to specify
  ; first page, and "@NEXTPAGE" to specify all following pages.
  ;

@PAGE 1
;  @TITLE Encyclopedia
Planeteer:
  "Person whose job is to build the skeleton of colony
  base before the colonists arrive. Work is hard and
  usually unthankful, but pay is good. This has drawn
  many unqualified planeteers onto business, a fact
  which has caused dozens of colonies to either die,
  or, if they are lucky, survive only as outposts, 
  never growing larger."
                           ---Encyclopedia Galactica
              
  "Money-hungry SOB's who will be executed at first
  seconds of revolution."
              ---The Hitch-Hikers Guide To The Galaxy
@PAGEEND

@NEXTPAGE
@TITLE Introduction
You are a planeteer. Your job is to build colony. You
and three other planeteers gaze the planet below -
the planet you are to prepare for colonization. Next
months you are practically alone in this world,
building the future of others. And it's up to you
the colony even has a future.
@PAGEEND

@NEXTPAGE
@TITLE Game in a nutshell
Game lasts 12 months. Each month has basically
four major stages:
 LAND GRAND. Each planeteer can claim a piece of
  land. This is the stage where fastests feast.
 PLACING PRODUCTION. Here you specify what you
  produce - and most importantly where.
 PRODUCTION. The actual production cycle. In game
  time this will take most of the turn.
 AUCTIONS. Having excess goods is a good thing,
  for you can always sell them to others - or to
  the shop.
Of course there may be some other events as well,
some of them good, some bad, but them you have to
find out yourself.
@PAGEEND

@NEXTPAGE
@TITLE Productions
You can produce four different products:

ENERGY - Without it you can't produce anything else.
  Efficiently, that is.
FOOD - Starvation tends to lower efficiency, so
  stay on your toes.
ORE - Tools are made from it, and when there is
  not enough of it in colony, prices go skyhigh.
CRISTITE - Modern equivalents for diamonds.
  Quite expensive, yet industrially worthless.

A balanced production of all of these are a
requirement for victory.
@PAGEEND

@NEXTPAGE
@TITLE Production tools
You have only one major tool to produce anything.
M.U.L.E (Multi-Use Labour Equipment) is a robotic
unit which can be outfitted to do the hard work for
you. Robotics facility at base builds them from raw
ore, and you have to BUY and OUTFIT them for any
specific task. And, of course, it must be taken to
the point where work is to be done. Don't let it
loose, though, for a mule is expensive thing to lose.
@PAGEEND

@NEXTPAGE
@TITLE Placing productions
To produce something, you first have to BUY a mule.
The less shop has them the more they cost. Mule
itself is worthless if not outfitted, so you have
to OUTFIT it for a specific task - to gather cristite,
mine ore, plant food or maintain solar panels.
After mule is outfitted, you must take it to the
place where you wish to produce whatever you are
producing. It is a good idea to think what to produce
and where - mining ore in a river is not very
rewarding, as is not to gather solar energy in
shadow of a mountains either.
@PAGEEND

@NEXTPAGE
@TITLE Auctions
After everything has been produced an auction is
held. At auction you can either SELL or BUY goods -
but not both. Sometimes shop may run out of some
type of goods, which forces planeteers to buy from
other planeteers if they are in dire need - at
outrageous price of course. Knowing what you need -
and especially what others need - can be your key
to the victory.
@PAGEEND

@NEXTPAGE
@TITLE Spice up your life...
Sooner or later, something weird happens. It might
be good, or it might be bad. Or something REALLY
bad. Keep on your toes, for disasters usually strike
unexpectedly, at the worst possible moment, and at
the worst possible place.

It doesn't mean that only disasters happen. Who
knows, you might gain something, too, with some luck.
And what is a disaster to someone might be a joy
of others...
@PAGEEND

;@NEXTPAGE
;@Title Credits
;MULE Credits
;Produced by Imagination Development
;Programming:
;    Toni Rsnen
;;Idea:
;;    Taken from C64's "M.U.L.E"
;Graphics:
;    Toni Rsnen
;Music:
;Sounds:
;@PAGEEND


;@NEXTPAGE
;@TITLE Contact
;Imagination Development
;
;Comments? Bug reports? Suggestions? Questions?
;
;For whatever reason, drop me mail at
;  taur@ee.oulu.fi
;All previous email addresses you might know are
;no longer in use, so please do not even try to
;send mail at those addresses.
;
;To find out about future projects and updates,
;visit my (imagination's) homepage:
;  www.ee.oulu.fi/~taur
;@PAGEEND

@NEXTPAGE
@TITLE Quote of a day



"Imagination is more important than knowledge."
                           ---Albert Einstein

@PAGEEND

@END


