Chaos Overlords An Unofficial Chaos Overlords FAQ Version 0.7.1 Last revised July 18, 1997 The most current Unofficial Chaos Overlords FAQ (Frequently-Asked-Questions) is located at http://www.panix.com/~rwebb/chaos/chaosfaq.html. _________________________________________________________________ Author: Russell Webb (rwebb@panix.com) Contributors: Drew Fudenberg (fudenberg@husc.harvard.edu), Tim Jordan (lordgek@best.com), Adam K. Rixey (nyarl+@andrew.cmu.edu), George Ruof (gruof@pacificnet.net) Special thanks to: George Ruof of New World Computing (gruof@pacificnet.net) and John K. Morris of Stickman Games (stickman@lava.net) Scapegoat: Hedin Vice (viceh@overlord.chaos.com) FAQ revision history. (Dull stuff, really. You have been warned.) _________________________________________________________________ Trademark information: Chaos Overlords is a trademark of New World Computing, Inc., and is so acknowledged. Any other trademarks used in this FAQ are also acknowledged. Copyright information: This FAQ is Copyright 1996 by Russell Webb. All rights reserved. Permission is given to reproduce this FAQ as long as the author and all contributors are acknowledged and the FAQ is reproduced in its entirety. Contact rwebb@panix.com for additions, corrections, and flames. This FAQ is somewhat incomplete at present; please help by mailing me anything you think would be a beneficial addition. _________________________________________________________________ 1. Introduction + What is Chaos Overlords? + Overview of gangs, sites, and items + Chaos Overlords demo + System requirements 2. Multiplayer notes + General + Modem connections + TCP/IP connections + Direct serial connections + PC/Mac interoperability 3. Game elements + Research + Combat + AI and difficulty level 4. Strategies + Starting strategies + General strategies + Specific scenario strategies 5. Data tables + Gangs + Items + Sites 6. Gang comparison 7. Player-suggested enhancements 8. Unknown _________________________________________________________________ 1. Introduction What is Chaos Overlords? Chaos Overlords is a strategic game of futuristic gang combat. It was developed by Stick Man Games and released in May 1996 by New World Computing for the Macintosh and Windows 95 platforms. The setting is a grim cyberpunk city of the year 2050 divided into an 8x8 grid of 64 sectors. Six human and/or computer-controlled AI overlords attempt to gain control over the mostly-lawless city, sector by sector, with some variation depending on the game's scenario objectives. You start the game employing a single gang and in control of a single sector. Your initial gang, The Right Hands, is a band so loyal that you don't even have to pay them any upkeep. With them you can start to influence local businesses, gain control of nearby city sectors, research new tech, deck them out in power armor and assault rifles, or just send them off to cause chaos, extorting money from the local population. By expanding your small empire across the city you raise funds to hire more gangs, buy better weapons and armor, protect your turf, and annihilate the opposition. Chaos Overlords (so named from the financial need for gangs to extort funds by wreaking chaos) is a turn-based game. Some have suggested that the types of gangs are reminiscent of the Steve Jackson 'Illuminatus' card game, with game mechanics similar to that of a card game like Magic (with upkeep, command, execution, and hire phases, and with random gang hiring every turn that is similar to drawing a new card). Though it's a turn-based combat game, don't expect a cyberpunk X-Com or Jagged Alliance here: combat is resolved statistically, with silhouette mannequins duking it out noisily with ranged weapons, melee weapons, or martial arts to illustrate the attack and defense results. Overview of gangs, sites, and items The gangs you hire are similar to the 'agents' in Simisle by Maxis: the gangs are the foundation of the game. All goals are achieved directly by using them, and the success or failure of any task depends on the gang's abilities and their surroundings. There are 90 different gangs in the game. (The box and documentation mention 70+; a total of 90 gangs were added after printing the documentation.) Three different gangs are available for hire each turn. At your discretion you can turn down one of the three gangs or hire one. During the subsequent turn a new gang will take the hired/snubbed gang's place, so three distinct gang choices will always be available. Gangs are not unique, however, and you may end up hiring multiple instances of the same gang or fighting an enemy gang that is identical in basic stats to one of your own. You are limited to simultaneously employing a maximum of 80 gangs. Sites are organized into clusters of three buildings in each sector, each with some strategic value. Want a head start on research? Take command of a city sector with a research lab, send in heavy iron to elicit a cooperative attitude from the lab personnel, then send in Rig Masters or Trantian Fusers to start cranking out Monom (monofiliment) Rods or Rocket Launchers. Need cash? Those Corporate Raiders of yours can influence a local casino for that much-needed protection money, or influence a local hospital to give a healing boost for recuperating gang members. There are 24 different types of sites, each with varying modifications to the tolerance towards or abilities of your gang members. These sites automatically affect gangs in their sector once they have been influenced. Since there are 192 randomly-distributed sites in a game, multiple occurrences of all buildings show up across the map. Fifty-three different items are available (or researchable) to equip your gangs and give them a chance for survival. These are split into 11 different technology levels, from 0 (the most basic of items, like a metal pipe or pair of sound-dampening sneakers) up through level 10 (such as a plasma generator or mechanized battle suit). Each of your gangs has a limit to the technology level they can use; the Mutant Thugs will have a fine time with a tech 3 Shotgun, but they just won't be able to figure out a tech 9 Phaze Handgun. Once researched, items can be purchased/fabricated and equipped amongst your gangs without additional research. Chaos Overlords demo and v1.1 patch A demo of Chaos Overlords is available on NWC's web site with 8-bit graphics for PC (6.2MB) and Mac (4.4MB), or 16-bit graphics for PC (7MB) and Mac (6.2BM). A demo was also available with the included CD of several PC game magazines, including a mid-1996 issue of PC Gamer. Apparently the demo's documentation was inadvertently omitted. Check http://www.3do.com/nwcomputing/faq/chaosdem.zip for the missing information. In late July, 1996, a version 1.1 patch (more of an upgrade with new features, really) was released for the Windows 95 version (185k) as well as the Mac version (1.6MB). Changes include minor bug fixes as well as a site map overview feature, the ability to continue looking at the console gang/site/etc. displays after submitting your turn in multiplayer games, more hot-spots in the attack, equip, give, and other panels to immediately get info on items and gangs, and access to enemy gang stats by double-clicking on them. System Requirements Windows 95 System Requirements * IBM 486/33 or greater and 100% compatibles (486/66 recommended) * 8MB RAM * Double speed CD-ROM drive * 10 - 30 MB hard drive space * DirectDraw compatible SVGA graphics card * Windows 95 [Note: a 486DX2/50 user reports as being satisfied with the game's performance, so these requirements may be targeted appropriately.] Macintosh System Requirements * 68030 or Power Macintosh Processor (Power Macintosh Native) * 4 MB free RAM for 256 colors (6 MB free RAM for Power Mac / 65,000 colors) * Double speed CD-ROM drive * 20 MB hard drive space * 13" or larger monitor (minimum 640x480x256) * System 7.x _________________________________________________________________ 2. Multiplayer notes General There is a $15 offer for an additional Chaos Overlords CD, available to all registered CO users. Information on the offer posted by gruof@pacificnet.com to Usenet is here. In a multiplayer game the game host's files are the only ones used to actually calculate results. The client data files are used for displaying information locally. If you start mucking about with the data files and give Parking Lots a +255 defense, it will only affect the actual gameplay if the change is on the host, and the host data file changes will not be visible to other players unless their data files reflect the same modifications. This might be potentially abused by a host that makes obscure changes that aren't immediately evident. A checksum or CRC of host vs. client files might be beneficial if abuse occurs. Modem connections PC-to-PC modem connections seem to be quite stable. Please report any problems if they are notable. TCP/IP connections TCP/IP connections work well even hosted over a 28.8k connection. There is some slowdown with a large number of players, but the speed is still fairly satisfying. Sources for TCP/IP Chaos Overlords opponents include: * the web site http://www.wizweb.com/arena/chaosOverlords/ (recommended) * notices on the Usenet newsgroups comp.sys.ibm.pc.games.strategic and comp.sys.mac.games.strategic * the Chaos Overlords IRC channels: #chaosoverlords (undernet) or #chaos_overlords (dalnet). There are good places to go after you're so rudly disconnected at the game end--what fun is it if you can't gloat about your CO victory, or if you can't harrass the game winner? Direct serial connections No reported comments so far. PC/Mac interoperability NWC says that the Windows 95 and Macintosh versions of CO will work together. It reportedly works well with TCP/IP connections between the two platforms, but currently there are no reports of success or failure with direct serial or modem connections between PCs and Macs. _________________________________________________________________ 3. Game elements Research There is no research tree. Any gang with a sufficient tech level can research any item (with varying speeds, depending on what sites in that sector have been influenced, and what miscellaneous items are equipped, such as a Science Kit). Research is cumulative, and having more than one gang research an item gives faster results. If you stop researching and then carry on with the same research topic later, the prior research points will carry over when research is resumed with the same or a different gang. Research success rolls used in excess of what is required for a topic are wasted. For example, if Computer Hackers (Res 3) with a Science Kit (Res 5) are at a Science Lab (Res 5) work on a Kevlar Vest (RC 2) and gets 3 successes, the excess successful research roll is wasted. Matching research topics efficiently with researcher skills (when possible) is somewhat important due to this. Combat Force has an effect on combat. If you've repeatedly seen high-defense gangs (say, defense 13) getting dinked by weaponless enemies (combat 5, for example), force is the reason. The formula in the manual implies that a defender's modified defense higher than an attacker's modified combat will be immune to injury. The formula (p.51) should read: Attack Roll = (Gang's Combat + Gang's Force) - Defender's Defense An attack will only have a 0% chance of effectiveness if the attack roll as shown above turns out zero or less. Force has no direct effect on defensive adjustments, only as a combat adjustment. Since all attacks occur simultaneously, retaliatory attacks are calculated using the stats in effect at the beginning of the combat round (including the initial force of a retaliatory attacker--that's what the upper force bar displays during combat). Your Ground Zero gang equipped with Reaction Leather and Phaze Handgun (com 23, force 10, def 13) may have wiped the weaponless Psychos from 10 to 0 force on an initial attack, but the doomed Psychos (com 5, force 10) simultaneously retaliate with a minor chance to wound Ground Zero ((5+10)-13=2 chances of 33.3% to do one force damage each to Ground Zero). AI and difficulty level The computer has 2 different strategies. On Goon, Criminal, or Crime Lord it tries to win. On Homocidal Maniac it tries to keep you from winning... usually by killing you. :) The higher difficulties do make the computer more aggresive so it might attack you more often than just passing through your sectors [gruof@pacificnet.com] The computer will never gang up on the player (except maybe in Homicidal Maniac). The computer basically scouts all of the other player to find any weak spots. The AI does NOT cheat. We were very adamant about making sure that the AI played fairly. [...] [re: AIs grabbing gang-less sectors] If you keep people in your sectors, it should make it more difficult for the computer to take. If you saw an unoccupied sector sitting there, wouldn't you take it? [stickman@lava.net] _________________________________________________________________ 4. Strategies Starting strategies Adam K. Rixey (nyarl+@andrew.cmu.edu): * When you start out, try and get a few casinos as early as possible. I was having money problems the first few times I played, but casinos generate a lot of cash (6 per turn). Also buy a few mostly useless groups with 0 or 1 upkeep (like the clowns or the smiley-face dudes) to just chaos each turn while your better gangs do important things like taking over sectors and researching. These guys also make good scouts and bait... * As soon as you see a Research Center or something similar, take it and station at least two people there to research equipment. You want the big guns as soon as possible (just make sure you have gangs that can use them...). If you can get something like a shotgun in the first four or five rounds and give it to a relatively cheap but good gang, you're sitting pretty. * Try to keep at least one martial arts gang in your queue so that if you need quick reinforcements you can hire them and they can put up a good fight right away without equipment. General strategies Don't forget that Bankers, Computer Hackers, and Forgers have negative upkeep. That is, they earn you money every turn. Of course, accompanying them are rather stiff hiring fees, so they might be difficult to hire too many of them near the beginning of the game. Tim Jordan (lordgek@best.com): * Hospitals and Temples are key: Once you control one of these puppies it is much easier to bring new recruits to full power at them and their added support makes them that much harder to steal away from you (assuming of course you always leave someone there). * Chaos 'til the cows come home: Money is key in this game and although Casinos and Office Towers can make you big money, most average gangs chaosing can make about 5 bucks easy. The trouble starts when you really try to squeeze a sector for all its worth with multiple folk since you really start pushing the envelope at this point, but if you've got a gang with nothing incredibly important to do besides guarding a square, chaos away! * Detection and stealth are not to be underestimated: This may have been obvious to everyone else from the start but I just realized its bigger ramifications in combat recently. Quite simply put, if your stealth is greater than the best enemy is the sector's detection (allowing, of course, the modifiers for multiple groups they may have there) you cannot be attacked. Since the attacker usually has such a big advantage, this allows you to totally choose your attacks or simply go about business as normal (influencing, chaos, equipping, etc.) since they can't interfere with you. This factor really comes into play when choosing armor and weapons to equip since stealth can easily be shot to hell by these devices. If you have sneaky folk you want to stay that way (like your Right Hand Men in an Elimination game) consider sites with back ally networks and quiet equipment. This also means that scanners are pretty damned useful too, how many times have you had a gang pummeled in a supposedly "empty" square? * Set up research centers: Maybe this is too much a "Putting all of one's eggs in one basket", I find that having my scientist, hackers, and other brain types hanging in a site with a research center and all equipped with science kits allows me to knock even the biggest projects out in a few turns and gain a huge technological boost on the competition. Since the first five tech levels can be done anywhere if your gang is technologically advanced enough, these centers should put their emphasis on the 6-10 tech items. As long as they're out of trouble and not Weight Lifters, its often easiest to have the low tech gangs do their own research. George Ruof (gruof@pacificnet.net): * Snitching: Get someone with a really high stealth and go snitch to make police crackdowns. It's a lot easier to control sectors after the police wipe everyone out of them. * Factories: 30% off on equipment can help a lot. I usually hire gangs to the hospital sector, heal them, then move them to the factory sector to get equipped. After that they're ready to go on a killing spree. * Research centers: This is the only way to get high tech items. If you get some gangs with high research numbers and give them science kits you can gain a great advantage quickly. Hopefully you'll also be lucky and get good gangs. Drew Fudenberg (fudenberg@husc.harvard.edu): * Remember that the agent's force is added in to most calculations, so agents who are fully healed are the most effective. For this reason the first thing I research is usually a med kit- I give it to the researcher and have him heal before he researches further. When I can afford high-tech agents I upgrade to the body stabilizer for those who can use it. Yes, hospitals and clinics can be a substitute, but they don't seem to be that densely scattered, and it wastes a lot of time to trek back to them. * If it looks a sector will need to maintain a sizable garrison, uses bribes to get the tolerance up so you can have several agents chaos at once. * One fun high-tech combination is invisio cloak plus empathic enhancer. Specific scenario strategies: Big Man * Tim Jordan (lordgek@best.com): While I still have a tough time with this one even on just criminal level AI, I've found the key to life is to grab one of the center squares ASAP! Move your first gang there right off the bat, don't rest until one is yours! Also, if in one of those lucky situations where you have a choice of equally distant center squares to go for, shoot for one with some sort of healing (hospital, temple, clinic)! Since a great deal of this game will be spent just defending your one spot, the extra healing and support to thwart overthrows is invaluable! _________________________________________________________________ 5. Data tables The information in the following tables are from CO data files (PC and Mac versions are identical). Gangs (90 total) Hir=Hiring cost, Upk=Upkeep cost, Com=Combat, Def=Defense, Tec=Tech level, Stl=Stealth, Det=Detect, Cha=Chaos, Ctr=Control, Hel=Heal, Inf=Influence, Res=Research, Str=Strength, Bla=Blade/Melee, Ran=Ranged, Fig=Fighting, Mar=Martial Arts Name Hir Upk Com Def Tec Stl Det Cha Ctr Hel Inf Res Str Bl a Ran Fig Mar ------------------------------------------------------------------------------- ------------- ABOMINATORS 6 3 5 6 4 2 7 -2 -2 4 2 0 3 0 0 0 0 ANGELS OF ARCADIA 11 6 6 7 9 7 10 3 5 5 3 1 4 0 -9 -5 0 ANTI-TEMPLISTS 5 3 2 3 6 7 8 1 2 0 1 0 0 0 4 0 0 ARCHITECS GUILD 8 5 2 3 9 7 8 0 1 0 9 0 0 0 0 0 0 AZURE ORDER 8 4 0 10 0 10 10 1 1 3 1 0 0 0 0 11 0 BAD ARTISTS 6 3 0 0 4 10 5 3 1 0 1 -5 0 0 0 0 0 BANKERS 11 -1 -2 1 4 10 10 3 0 0 3 0 -1 0 0 0 0 BICYCLE MESSENGERS 1 1 1 1 2 7 10 1 0 0 0 0 0 0 0 0 0 BLOOD ORDER 11 6 0 13 0 9 11 3 0 3 0 0 1 0 0 0 12 BOUNTY HUNTERS 8 5 3 4 8 8 13 0 0 3 2 0 2 0 4 0 0 BROTHERS OF THE BLADE 7 3 1 5 8 8 8 0 0 0 1 0 0 7 -3 0 0 CHAIN GANG 3 2 2 3 5 6 6 0 0 0 3 0 3 - 2 0 0 0 COMPUTER HACKERS 15 -2 -1 0 8 9 14 4 1 0 2 3 -2 - 1 -1 -1 0 CORPORATE RAIDERS 7 5 0 1 9 8 8 5 5 0 6 0 0 0 0 0 0 CRAP PUKES 1 1 1 1 3 7 7 0 0 0 1 0 0 0 0 0 0 CRIMSON DRAGONS 7 3 4 5 6 9 8 2 0 2 0 0 0 4 0 2 0 CYBERSHARKS 5 3 3 5 6 5 8 3 0 1 0 0 3 0 0 0 0 DEER HUNTERS 2 1 2 2 4 8 9 0 0 0 0 0 0 0 2 0 0 DEVIL RIDERS 4 3 2 4 6 6 8 1 0 0 2 0 1 0 3 1 0 DISCO FREAKS 3 1 1 3 4 3 9 1 0 1 -5 0 1 0 0 0 1 DOG BOYS 2 1 3 1 3 6 10 0 0 0 0 -1 0 0 1 0 0 DOMINATRIX CLIQUE 3 1 2 5 2 3 9 0 2 0 1 0 4 - 4 -3 -3 0 DOOMSDAY CULT 6 3 1 3 6 9 9 3 3 1 3 2 -1 0 2 0 0 EBON ORDER 8 5 0 10 0 14 9 5 -1 2 3 0 2 0 0 0 7 EMERALD ORDER 9 5 0 11 0 10 10 0 0 4 1 0 0 0 0 0 10 EX-POSTAL WORKERS 4 3 0 1 4 7 8 1 0 0 0 -3 0 0 6 0 0 EX-PRO ATHLETES 5 3 5 5 2 3 9 2 -2 1 1 -2 3 5 0 1 0 FACEMEN 5 3 1 1 6 10 9 2 5 0 3 0 0 0 0 0 0 FIGHTING NUNS 5 3 3 4 5 7 9 -5 0 0 0 0 2 0 3 1 0 FIRESTORM TEAM 8 4 4 4 8 7 10 2 0 0 3 0 0 2 4 0 0 FOLLOWERS OF SQUIGGY 1 0 0 0 2 10 7 1 0 0 0 0 0 0 0 0 0 Name Hir Upk Com Def Tec Stl Det Cha Ctr Hel Inf Res Str Bl a Ran Fig Mar ------------------------------------------------------------------------------- ------------- FORGERS 20 -3 3 4 9 8 8 1 -1 0 2 3 0 0 1 0 0 FORTUNE TELLERS 5 3 -1 1 3 10 12 4 2 2 4 0 0 0 0 0 0 GREY ORDER 7 4 0 7 4 7 10 1 1 2 2 -2 2 - 6 -6 0 8 GROUND ZERO 12 7 7 8 10 6 8 5 2 4 3 0 0 0 5 2 0 GUN RUNNERS 6 3 1 3 7 10 9 3 -1 0 0 0 0 0 6 0 0 HAMMER SQUAD 2 2 1 3 2 5 7 0 0 0 2 0 2 0 0 0 0 HAMMERFIST CLAN 2 2 0 5 0 7 7 0 -1 0 1 0 3 0 0 3 0 HAPPY CAMPERS 4 3 0 3 8 10 12 3 1 3 0 0 0 0 0 0 0 HEADBANGERS 3 2 1 2 3 7 5 2 0 0 0 0 2 0 0 0 0 IRON CADRE 9 5 4 4 10 7 9 1 -3 0 5 3 6 0 0 0 0 LEATHERHEADS 3 1 3 4 2 7 6 0 0 0 1 0 2 0 0 0 0 MAGENTA ORDER 6 3 0 8 1 9 9 -3 1 2 0 0 4 0 0 0 4 MASTER LEECHES 3 1 0 1 4 9 10 3 -3 0 2 0 0 0 0 0 0 METAL BURN 7 4 3 4 7 6 8 3 0 -1 1 0 0 0 6 0 0 MIDDLEMEN 3 2 2 2 5 8 8 0 2 0 2 0 0 0 0 0 0 MUTANT THUGS 3 2 0 1 3 7 6 0 -2 5 1 0 4 0 0 0 0 MUTT ORDER 2 1 0 4 1 7 10 0 0 1 0 0 0 0 0 0 3 NANCY BOYS 0 0 0 0 1 5 5 0 -1 0 -1 0 0 0 0 0 0 NECK KICKERS 4 1 0 0 5 9 11 -6 -6 -2 -6 -6 -4 - 4 -6 15 0 NEW JACKS 5 3 2 3 6 8 9 3 3 0 3 -1 0 0 4 0 0 NIGHT WALKERS 10 6 3 6 5 11 11 4 4 5 6 0 4 0 0 5 0 NINJA EXTRAS 5 2 2 3 5 10 8 0 0 2 0 0 0 1 0 3 0 PAIN, INC. 9 5 4 5 10 9 8 0 3 0 4 0 3 0 0 0 0 PINHEADS 5 2 3 2 1 3 7 0 0 1 2 -5 5 - 2 0 0 0 PRESS CORP 6 4 1 2 8 5 11 4 1 0 4 0 0 0 0 0 0 PSYCHOS 4 3 5 1 7 5 7 3 0 1 0 1 0 0 0 0 0 PUDDING CLOWNS 1 1 -2 1 1 8 8 0 0 9 0 0 0 0 0 0 0 PYRAMID HEALERS 2 2 0 4 5 7 10 0 0 4 -1 1 0 0 0 0 0 RACKETEERS 7 4 0 3 9 9 7 6 2 0 2 0 0 1 3 0 0 REGULATORS 4 3 2 4 5 9 9 2 2 0 0 0 0 0 4 0 0 Name Hir Upk Com Def Tec Stl Det Cha Ctr Hel Inf Res Str Bl a Ran Fig Mar ------------------------------------------------------------------------------- ------------- RIG MASTERS 9 6 4 7 10 7 8 0 0 0 0 3 1 0 1 0 0 RIGHT HANDS 0 0 1 1 7 10 10 1 1 0 0 0 0 0 0 0 0 RIPPERS 4 2 3 3 6 9 9 0 1 0 0 0 0 4 -4 0 0 ROAD REPAIR CREW 4 2 2 3 6 6 7 2 1 0 0 0 3 0 0 0 0 RUSTED BLADES 4 2 2 4 5 7 8 1 2 -1 0 1 0 4 -3 0 0 SCIENCE TEAM 6 2 -3 1 10 7 10 1 0 0 0 4 0 0 3 0 0 SCUMBAGS 1 1 1 3 2 8 8 1 -1 0 0 0 0 0 0 0 0 SEWER RATS 1 1 2 2 2 9 7 0 0 0 0 0 1 0 0 0 0 SHADOW NINJAS 6 4 3 4 5 13 8 1 0 0 0 0 1 3 0 5 0 SHOCK TROOPERS 6 4 2 5 10 5 8 0 3 0 0 0 0 0 3 0 0 SILVER ICE 7 4 4 5 7 11 8 1 3 2 0 0 1 5 0 1 0 SISTER OF THE SABER 6 3 1 4 8 7 9 0 0 0 2 0 0 6 -2 0 0 SLAMDANCERS 3 2 1 4 3 5 7 3 0 2 0 0 1 0 0 3 0 SNIPERS 6 4 1 5 8 11 11 -2 -3 0 -2 0 0 0 8 0 0 SOUTHSIDE PUNKS 4 2 3 3 5 7 7 1 0 0 0 0 0 0 2 0 0 SPASMIC SUPERHEROES 7 4 5 5 7 8 8 4 -2 5 0 0 5 0 0 0 0 STORMLORDS 8 5 6 4 9 6 9 4 2 0 0 0 0 0 2 0 0 SUICIDE SQUAD 3 0 9 0 9 1 10 0 0 -6 0 -3 0 0 0 0 0 SUNSHINE CULT 1 0 -3 0 0 10 7 0 1 0 1 0 0 0 0 0 0 TEAM STICK MAN 10 5 2 3 10 12 12 5 5 6 2 2 0 0 0 0 1 TECHNO SCREAM 6 4 3 4 10 8 8 0 0 0 1 2 0 0 2 0 0 THE CLEANERS 8 5 5 5 9 9 10 1 0 1 1 0 3 0 5 2 0 TIGER CLAN 8 5 4 8 3 6 10 2 -1 3 0 0 1 0 -2 0 4 TRANTIAN FUSERS 10 5 3 6 10 5 10 1 0 3 2 5 2 0 0 0 0 TROUBLEMAKERS 3 1 0 1 4 9 7 3 0 0 0 0 0 0 0 0 0 USED CAR SALESMEN 3 2 1 3 4 5 10 0 1 0 3 0 0 0 0 0 0 WHIZ KIDS 5 3 -2 1 9 10 9 2 2 0 0 2 0 0 0 0 0 WOLFPACK 4 2 4 3 3 10 7 1 0 2 0 0 3 0 -3 0 0 WOUNDED FOOLS 1 1 1 6 2 8 4 1 0 -3 0 0 2 0 0 0 0 Items (53 total) Typ=Type (1=Melee, 2=Ranged, 3=Armor, 4=Misc), RC=Research Cost, Cos=Fabrication cost, Tec=Tech level, Com=Combat, Def=Defense, Stl=Stealth, Det=Detect, Cha=Chaos, Ctr=Control, Hel=Heal, Inf=Influence, Res=Research, Str=Strength, Bla=Blade/Melee, Ran=Ranged, Fig=Fighting, Mar=Martial arts Name Typ RC Cos Tec Com Def Stl Det Cha Ctr Hel Inf Res St r Bla Ran Fig Mar ------------------------------------------------------------------------------- ----------------- ACID BLADE 1 4 10 4 5 0 0 0 0 -1 -1 0 0 0 0 0 0 0 ASSAULT ARMOR 3 4 14 6 0 7 -8 0 0 0 0 1 0 0 0 0 0 0 ASSAULT RIFLE 2 3 8 4 5 0 -5 0 0 0 0 0 0 0 0 0 0 0 BATTLE SUIT 3 15 40 10 0 12 -12 2 0 -1 1 3 0 2 0 0 0 0 BODY ARMOR 3 3 10 5 0 6 -6 -1 1 0 0 0 0 0 0 0 0 0 BODY STABILIZER 4 7 18 8 0 2 0 0 0 0 5 0 0 1 0 0 0 0 BOOM BOXES 4 0 4 1 1 0 -3 -2 2 0 0 0 0 1 0 0 0 0 CAMOUFLAGE SUIT 3 4 10 3 0 1 3 0 1 0 0 0 0 0 0 0 0 0 COMBAT KNIFE 1 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 COMBAT PISTOL 2 0 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 COOL HATS 4 0 3 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 DRAGONBREATH CARBINE 2 10 18 6 8 0 -6 -1 0 0 0 1 0 0 0 0 0 0 EMPATHIC ENHANCER 4 12 25 9 1 1 1 1 1 4 0 5 0 0 0 0 0 0 FEAR EMINATOR 4 5 10 7 2 0 -3 0 1 2 0 3 0 0 0 0 0 0 FIELD COMPUTER 4 10 12 6 0 0 -1 2 1 1 0 1 2 0 0 0 0 0 FLAK JACKET 3 1 5 3 0 3 -2 0 0 0 0 0 0 0 0 0 0 0 FORCE BLADE 1 9 20 8 9 1 -2 0 0 1 0 0 0 0 0 0 0 0 FORCE FIELD 3 10 20 8 0 8 0 0 0 0 2 0 0 0 0 -3 0 0 FUSION GUN 2 12 30 9 13 0 -10 0 0 0 -1 1 0 0 0 0 0 0 INVISO CLOAK 3 10 25 9 0 5 8 0 2 -2 0 -2 0 0 0 0 0 0 IONIC MESH VEST 3 12 30 8 0 10 -3 0 0 0 0 0 0 0 0 -1 0 0 KATANA 1 3 11 5 6 0 -4 0 0 1 0 0 0 0 0 0 0 0 KEVLAR VEST 3 2 7 4 0 4 -1 0 0 0 0 0 0 0 0 0 0 0 LASER GUN 2 6 16 6 7 0 0 0 0 0 0 0 0 0 0 0 0 0 LEATHERS 3 0 2 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0 LIGHTNING SPEAR 0 10 25 9 12 0 -9 0 0 0 -1 2 0 0 0 0 0 0 LO-LITE GOGGLES 4 4 8 5 0 0 0 2 0 0 0 0 0 0 0 0 0 0 Name Typ RC Cos Tec Com Def Stl Det Cha Ctr Hel Inf Res St r Bla Ran Fig Mar ------------------------------------------------------------------------------- ----------------- MEDICAL KIT 4 1 6 3 0 0 0 0 0 0 3 0 0 0 0 0 0 0 METAL PIPE 0 0 1 0 1 0 -2 0 1 0 0 0 0 0 0 0 0 0 MONOM ROD 1 12 32 10 14 0 0 0 0 0 0 0 0 0 0 0 0 0 PAIN NEGATORS 4 4 6 4 0 2 0 -2 0 0 2 0 -2 0 0 0 0 0 PARTICLE RIFLE 2 9 20 7 8 0 -4 0 0 0 0 1 0 0 0 0 0 0 PHAZE GLOVES 0 8 15 7 8 0 -3 0 0 0 0 1 1 0 0 0 0 0 PHAZE HANDGUN 2 14 35 9 11 0 -1 0 0 0 0 0 0 0 0 0 0 0 PLASMA GENERATOR 2 15 45 10 15 1 -12 0 0 -1 -2 3 0 0 0 0 0 0 POLEARM 0 2 6 4 4 0 -8 0 0 0 0 0 0 0 0 0 0 0 POWERED ARMOR 3 8 17 7 0 9 -10 1 0 -1 0 2 0 1 0 0 0 0 RAGE REPEATER 2 4 12 5 6 0 -3 0 1 0 0 0 0 0 0 0 0 0 REACTION LEATHER 3 7 12 5 0 5 0 0 1 0 0 0 0 0 0 0 0 0 RIOT GEAR 3 1 4 2 0 4 -8 0 0 0 0 0 0 0 0 0 0 0 ROCKET LAUNCHER 2 10 25 8 10 0 -9 0 1 0 0 0 0 0 0 0 0 0 SCANNERS 4 6 10 7 0 0 0 4 0 0 0 0 0 0 0 0 0 0 SCIENCE KIT 4 9 7 6 0 0 0 0 0 0 1 0 5 0 0 0 0 0 SHADES 4 1 6 1 0 0 0 0 1 1 0 1 0 0 0 0 0 0 SHOCK PADS 3 0 3 1 0 2 -6 0 0 0 0 0 0 0 0 0 0 0 SHOTGUN 2 1 6 3 4 0 -5 0 0 0 0 0 0 0 0 0 0 0 SMOKE BOMBS 4 3 8 3 0 1 2 0 0 0 0 0 0 0 0 0 0 0 SNEAKERS 4 1 2 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 SOFT METAL ACCELERATOR 2 12 23 7 9 0 -1 0 0 0 -1 0 0 0 0 0 0 0 SWORD 1 1 4 3 3 0 -2 0 0 0 0 0 0 0 0 0 0 0 THUNDER MACE 0 6 13 6 7 0 -6 0 1 0 0 1 0 0 0 0 0 0 VITAMINS 4 4 6 2 1 1 0 0 0 0 0 0 0 1 0 0 0 0 WHIP 0 1 3 2 2 0 -4 0 0 0 0 1 0 0 0 0 0 0 Sites (24 total) Res=Resistance, Sup=Support, Tol=Tolerance, Cas=Cash, Com=Combat, Def=Defense, Stl=Stealth, Det=Detect, Cha=Chaos, Ctr=Control, Hel=Heal, Inf=Influence, Res=Research, Str=Strength, Bla=Blade/Melee, Ran=Ranged, Fig=Fighting, Mar=Martial Arts, %ED=% Equipment discount, TL=Enables research through tech level x Name Res Sup Tol Cas Com Def Stl Det Cha Ctr Hel Inf Res Str B la Ran Fig Mar %ED TL ------------------------------------------------------------------------------- ---------------------- ARBORETUM 5 1 -1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ARENA 11 1 2 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 BACK ALLEY NETWORK 9 0 0 1 0 0 3 0 2 0 0 0 0 0 0 0 0 0 0 0 BAR/DANCE CLUB 10 -2 0 2 0 0 1 0 3 0 0 0 0 0 0 1 0 0 0 0 CASINO 14 -1 0 6 0 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 CLINIC 9 2 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 CONDOS 9 2 1 1 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 CORPORATE TOWERS 13 2 -2 5 0 1 0 2 0 0 0 0 0 0 0 0 0 0 0 0 FACTORY 10 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 30 0 GYM 7 1 0 1 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 HEADQUARTERS 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 HOSPITAL 15 4 0 1 0 1 0 0 0 0 6 0 0 0 0 0 0 0 0 0 HOUSING 5 1 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 MASS MEDIA STATION 13 2 1 2 0 0 0 3 0 0 0 1 0 0 0 0 0 0 0 0 MUSEUM 4 1 -1 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 OFFICES 8 1 -1 2 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 PARKING LOT 4 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 RESEARCH LAB 12 1 0 -2 0 0 0 0 0 0 1 0 5 0 0 0 0 0 0 10 SCIENCE CENTER 8 0 0 -1 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 8 TEMPLE 16 3 -2 2 0 0 1 0 0 0 2 2 0 0 0 0 2 0 0 0 VACANT LOT 4 0 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 WASTE INCINERATOR 6 1 0 1 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 __________________________________________________________________________ 6. Gang comparison Here are some upper limits and analysis for the gangs, including the maximal blade/melee, ranged, fighting, and martial arts stats you can achieve for each gang. Com+ Com+ Str+ Fig+ Com+ Com+ Name Bla Str Ran MA Stl ------------------------------------------------------------------------------- ---------------------------------_________________________________________________________________ 7. Player-suggested enhancements (paraphrased or quoted from Usenet) Add visible name/stats to enemy gangs in order to make rational combat choices. [rwebb@panix.com] Add site icons to city map even when uninfluenced to give a more strategic perspective to the game instead of RSI-inducing building hunts. [rwebb@panix.com] Let players customize their "decks" by tweaking the relative frequencies of various gangs. [fudenberg@fas.harvard.edu] Add "subways"- this would be a new action (other than "move"); it would require a second, simpler map of subway connections. Possibly make the stations "sites" that have to be controlled before they can be used. [fudenberg@fas.harvard.edu] Add some vital overview screens. It would be nice to see all the gangs that are working for me. It would be nice to see all the sites I control. It would be nice to see what techs are available and/or which ones remain to be researched. [kagass@primenet.com] Add ability to toggle other startup options. It has 12 scenarious with different goals, but it would be neat to do something like "I want to play 'Greed' but give everybody 50 starting cash and an extra gang" or something. [nyarl+@andrew.cmu.edu] When I'm buying equipment, I'd like to see the stats for the gang I'm buying it for at the same time. [nyarl+@andrew.cmu.edu] Add more higher-level summary to give you a better overview of your gangs and sites. [bfrohock@sky.net] After I finish my turn in a network game I have to sit and wait with a "please wait" screen until everyone else finishes their turns. This is really annoying. It would MUCH better if I could continue to browse through my sectors and look at stats and stuff. I don't want to use a time limit and I hate waiting at that screen. [ostfeld@intac.com] It would've been nice if this game had some kind of diplomacy to it. Like if I could talk to the other overlords and maybe find out why they're all beating the crap out of me. [ostfeld@intac.com] _________________________________________________________________ 8. Unknown