        +----------------------+
        ! SEVEN CITIES OF GOLD !
        !----------------------!
        !    DOCS TYPED BY:    !
        !  => APPLE  REBEL <=  !
        !----------------------!
        ! THANX: THE TIME LORD !
        !----------------------!
        ! THE RACKETEERS ROCK! !
        +----------------------+
 
 
IN EUROPE
---------
 
THE COURT - NOT EVERY VISIT TO THE
PALACE WILL THRILL YA WITH THE SAME
EXULTATION AS THE FIRST. NEVERTHELESS,
HERE YOU MUST RETURN FOR RECOGNITION OF
YOUR ACCOMPLISHMENTS, FOR THE GLORY AND
POWER OF TITLES, PERHAPS FOR MORE GOLD
DESPERATELY NEEDED TO CONTINUE YOUR
SEARCH.
 
HOME - HERE IN PRIVATE YOU MAY LOOK AT
YOUR SUCCESSES AND FAILURES AND STUDY
THE MAPS YOU'VE CREATED ON YOUR
JOURNEYS. HERE YOU CAN ALSO JUDGE THE
PROGRESS YOU'RE MAKING TOWARD YOUR
GOALS - HOW MUCH LAND AND HOW MANY
RIVERS YOU'VE EXPLORED, HOW MANY 
NATIVES YOU'VE ENOUNTERED AND HOW MANY
SPECIAL LANDMARKS (GREAT LAKES, LUSH
JUNGLES, ETC...) YOU'VE FOUND. YOU MAY
LEARN HOW MANY MISSIONS YOU'VE ESTAB-
LISHED AND HOW MUCH GOLD YOU'VE FOUND
THAN YOU'VE SPENT.
 

LISTED, EXCEPT MISSIONS AND LIVES, IN
GRANTING TITLES. THE HIGHEST RANK,
VICEROY, IS RESERVED FOR THOSE WHO CAN
ACHIEVE AN OVERALL RATING OF AT LEAST
50% BY 1540. (LOSING AN EXPEDITION
COMPLETELY - DYING - COSTS YOU THE MAPS
AND DISCOVERIES MADE SINCE THE LAST
TIME YOU STOPPED AT THE PUB. IT ALSO
COSTS YOU THE OPPORTUNITY TO GET FUTURE
CREDIT AND YOU LOSE A YEAR AND HALF OF
YOUR VALUABLE TIME.)
 
THE OUTFITTERS - IT'S HERE THAT YOU'LL
SPEND YOUR GOLD TO EQUIP AND PROVISION
YOUR EXPEDITIONS. TIP - FOOD IS BOUGHT
AND BARTERED FOR IN RELATION TO THE
NUMBER OF MEN IN YOUR EXPEDITION.
DECIDE ON THE NUMBER OF MEN YOU WANT
FIRST, THEN ON HOW MANY WEEKS WORTH OF
FOOD YOU'LL NEED.
 
THE PUB - WISE CONQUISTADORS WILL STOP
BY HERE AFTER EVERY TRIP TO RECORD
THEIR MAPS AND DISCOVERIES.
 
THE EXPEDITION
--------------
 
THE VOYAGE - WHEN YOU LEAVE PORT, MARK
WELL THE INDICATIONS OF YOUR VOYAGE AND
HOW THEY CONSTANTLY CHANGE. ON THE 
SCREEN, N=TOP, W=LEFT. AT THE TOP OF
THE SCREEN YOU'LL SEE THE MONTH AND
YEAR AND NUMBER OF VESSELS STILL IN
YOUR EXPEDITION. TO THE LEFT IS THE
SIZE OF YOUR ARMY AND THE NUMBER OF
WEEKS YOU CAN FEED THEM. TO THE RIGHT
IS THE LEDGER OF YOUR CARGO GOODS AND
GOLD. AT THE BOTTOM IS YOUR SPEED AND

 THE SHIP'S CARTOGRAPHER CAN HELP YOU
ALOT IN YOUR SEARCH. CHOOSE THE 'VIEW
MAP' OPTION TO LEARN YOUR LATITUDE AND
AND PAY ATTENTION TO PASSAGE OF TIME.
 THERE ARE MANY PERILS IN THE WATERS
BEYOND SPAIN. MEN DIE OF SCURVY OR OF
STORMS. THOSE SAME STORMS CAN BLOW YOU
FOR OFF COURSE AND COST VITAL TIME.
YOUR FOOD SUPPLY DWINDLES AS YOU PLY
YOUR WAY ACROSS THE OCEAN. WANDER TOO
LONG IS SEARCH OF LAND, AND YOU WILL
SURELY BITE THE DUST.
 
DISCOVERY AND EXPLORATION - BRING YOUR
SHIPS INTO SAFE MOORING CAREFULLY AND
LEARN FROM YOUR COSTLY MISTAKES. DONT
LOSE YOUR SHIPS THE SAME WAY YOU DID
BEFORE: RUNNING AGROUND, STORMS, ETC..
REMEMBER ALSO IF YOU LEAVE YOUR SHIPS
UNATTENDED WHILE YOU SET OFF ON LONG
JOURNEYS, THE SAILORS (WHO AREN'T
INCLUDED IN YOUR ROSTER COUNT) JUST
MIGHT SAIL AWAY BEFORE YOU RETURN.
 THE CHURCH HAS A POWERFUL ALLY IN YOUR
NEED FOR FOOD AND SOMEONE TO HELP CARRY
IT. UNLESS YOU FIND AND LEARN TO DEAL
WITH SOME LOCAL INHABITANTS, YOU'RE NOT
GOING TO GET VERY FAR IN YOUR QUEST.
 
TIPS - (1). YOUR OWN PROGRESS DEPENDS
ON YOUR USE OF RIVERS - A MODERATE PACE
ON A RIVER MOVES YOU AS FAST AS A RECK-
LESS PACE ON LAND.
       (2). YOUR COMPUTER WILL BUILD
MAPS FOR YOU AS YOU GO. USE THEM OFTEN.
YOU WANT TO BE ABLE TO FIND YOUR WAY
BACK TO USEFUL PLACES AND AVOID THE
DANGEROUS ONES. (ONE SCREEN MEASURES
120 MILES ON A SIDE ON THE EXPLORATION

MAPS.)
 
THE NATIVES
-----------
 
MAKING CONTACT W/NATIVES - IN ANY
REGION, WHERE THE NATIVES LIVE WILL NOT
BE VISIBLE UNLESS YOU LOOK FOR SIGNS.
WHEN YOU ENTER A VILLAGE, THINK OF HOW
YOU WANT TO ACT. RECKLESS AGRESSION?
OPEN-HANDED GENEROSITY? ETC..
 THERE WILL BE A VARIETY IN THE NATIVES
YOU ENCOUNTER. SOME WILL BE MORE
POPULOUS, SOME MORE CREDULOUS, SOME 
HOSTILE, AND SOME MORE COMPLEX COMBINA-
TIONS OF THOSE ATTRIBUTES.
 
TRADE OR CONQUEST - BOTH ARE AVAILABLE
TO YOU. BOTH, IS SUCCESSFUL, BRING 
VALUABLE BEARERS AS WELL AS GOODS. TO
TRADE, AS THE NATIVES WILL BE QUICK TO
TELL (IF YOUR GAIT AND PERHAPS YOUR
GENEROSITY SEEM SUITABLE), YOU MUST
DEAL DIRECTLY WITH THE CHIEF. HE ALWAYS
STANDS IN THE CENTER OF THE VILLAGE
UNTIL AN AGRESSIVE THREAT CAUSES HIM TO
VANISH OR YIELD IN DESPAIR.
 CONQUEST IS QUICK, BUT CONSUMES LIVES.
TRADING IS SAFER, BUT IT'S ALSO SLOWER
AND REQUIRES MANY GOODS. 
 
ESTABLISHING FORTS & MISSIONS - BOTH
TRADE AND CONQUEST CAN BRING YOU THE
OPPORTUNITY TO ESTABLISH A MISSION ON
THE SITE. HOW MANY MEN YOU MUST LEAVE
TO ESTABLISH MORE THAN A THINLY MANNED
FORT, AND HOW FEW TO AVOID AN OVER-
GARRISONED ARMORY, WILL DEPEND ON THE
SIZE OF THE NATIVE POPULATION AT THE

AND MISSION BE YOUR GUIDE AND LET
EXPERIENCE TELL YOU HOW EAGER THE
CONQUERED ARE WILLINGTO REVOLT DURING
YOUR ABSENCE.
 
PLAYING TIPS - (1). PAY ATTENTION TO
THE TIME OF YEAR AND TO YOUR LATITUDE.
TOWARD THE NORTH AND FAR SOUTH, THE
EFFECTS OF CLIMATE BECOME VISIBLE IN
THE FALL, WINTER AND SPRING. AND, SINCE
HOW MUCH FOOD YOU'LL FIND IN A VILLAGE
DEPENDS ON WHEN THE LAST HARVEST WAS,
YOU'LL FIND PAYING ATTENTION TO THE
SEASONS IMPORTANT.
 (2). DONT UNDER ESTIMATE NATIVE COMM-
UNICATIONS. SOME CAN SPREAD WORD OF
YOUR ACTIVITIES TO CITIES YOU HAVEN'T
VISITED YET. AND BEARERS CAN SHOW YOU
THE LOCATION OF OTHER SETTLEMENTS - AND
OF TREASURES, IF YOU PAUSE LONG ENOUGH
TO LISTEN TO THEM.
 (3). A MISSION CAN SUPPLY NEARBY SHIPS
AND CAUSE THE SAILORS TO WAIT PATIENTLY
FOR THE RETURN OF THE LANDING PARTY,
PROVIDED CARE HAS BEEN TAKEN TO INFORM
THE MISSION INHABITANTS OF THE LOCATION
OF THE SHIPS.
 
1540 AND BEYOND - YOU MAY CONTINUE YOUR
EXPLORATIONS AFTER 150 IF YOU WISH, BUT
YOU'LL RECEIVE NO MORE TITLES FROM THE
COURT OR OTHER RECOGNITION FOR YOUR
EFFORTS. 
 
ADVANCED PLAY
-------------
 
NOTES ON THE WORLD MAKER - THE NEW
CONTINENT GENERATOR WILL CONFORM TO

BUILT INTO THE PROGRAM. FOR EXAMPLE,
MOUTAIN RANGES ARE GENERATED WHERE THE
PLATES BUMP INTO ONE ANOTHER. AND
SECONDARY RANGES (LIKE THE ALLEGHENY
MTS.) MAY BE CREATED AS WELL.
 THE PROGRAM ALSO CONSULTS A CULTURAL
DISSEMINATION FOR ITS WORK. THE
INFLUENCES OF MAJOR CIVILIZATIONS ARE
PRESUMED TO SPREAD OUTWARD. CONSEQUENT-
LY, PUEBLO DWELLERS GENREALLY WILL BE
FOUND BETWEEN CITY-STATES AND PRIMITIVE
AGRICULTURISTS. THE MODEL WILL ALLOW
FOR VARYING LEVELS OF THIS INFLUENCE
AND THUS PRODUCE OCCASIONAL CONTINENT
ARRANGEMENTS WHICH HAVE NO INCAN LEVEL
CIVILIZATIONS. IT CAN ALSO MAKE VERY
RICH AND POWERFUL ARRANGEMENTS, SUCH AS
THE 16TH-CENTURY JAPAN, ARE HIGHLY
CIVILIZED FROM COAST TO COAST.
 
CIVILIZATIONS
-------------
 
1 DARK BROWN HUT = TRIBAL, POOR HUNTERS
  AND GATHERERS.
2 DARK BROWN HUTS = TRIBSL, RICH HUNTER
  AND GATHERERS.
3 LIGHT BROWN HUTS = TRIBAL, PRIMITIVE
  AGRICULTURE.
1 GREEN STRUCTURE = CHIEFDOM, AGRICUL-
  TURE.
1 PINK STRUCTURE = CITY-STATE CONFEDER-
  ATION, AGRICULTURE.
1 LIGHT BLUE = EMPIRE/NATION, ADVANCED
  AGRICULTURE.
 
THATS IT, AND HAVE FUN!
 
-APPLE REBEL
