User manual GAMES PC RISK II

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[. . . ] Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms--children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: · Play in a well-lit room. [. . . ] Building additional Cities expands a nation's territory and allows the creation of additional Trade Routes. Each City also contributes slightly to your Foodand Timber-gathering rates. 14 LATE 1100S Bushido (samurai ethics code) developed, Japan. 15 1206 Genghis Khan united Mongols into empire. 1300S Arabs conquered Nubia. Economic Radius Most non-military buildings--for example, a Farm, Library, or any World Wonder--must be constructed within a City's economic radius. To determine a City's radius, select a Citizen, and start to construct a building. You may also select the City and observe the radius distance in the Unit /Building Display. The other rows are Military, Civic, Commerce, and Science technologies. Research in these areas yields a variety of benefits to your nation (see the Quick Reference Card for details). If you have enough resources to purchase it, your nation will start researching that technology. Technologies must be researched in order from lowest to highest (left to right). To advance to the Classical Age, your nation must have any two technologies. Thereafter, your nation will require any four additional technologies to advance further in Age (except in Conquer the World games; see page 30). If you have multiple Libraries, you may research multiple technologies simultaneously. Future technologies become available only after all of the technologies from the Ancient to the Information Age have been researched. Library The Library is where your nation researches Military, Civic, Commerce, and Science technologies. You may only research these upgrades if your nation has sufficient levels of Science technology. To research successive upgrades to vehicle production speed, supply wagon capabilities, and to lessen attrition damage (see page 27), click the upgrade button in the Command Palette. To create Light and Heavy Infantry or Foot Archers, select the Barracks, and then click their respective buttons in the Command Palette. To upgrade your Infantry, select the Barracks, and then click the appropriate upgrade button in the Command Palette. Your nation must be of sufficient Age and Military technology to research these upgrades. When researched, all Infantry of that class are automatically improved. Refinery Increases the Oil output of all the Oil Wells in your nation. To build a Refinery, your nation must have sufficient levels of Science technology and have achieved the Industrial Age. Dock /Anchorage Docks are where naval military units and Fishermen are created. Your nation must have researched Commerce Level 1 to build this structure. Military Buildings These structures create military units. Your nation may also purchase upgrades for the units created at these buildings. Garrisoning military units made at these structures protects and heals them. Military buildings may be constructed outside the economic radius of your Cities, but they must be constructed within your National Borders (see page 26). Note: Military building names may change throughout the ages; for example, Siege Factories become Factories, and Stables become Auto Plants. To create Fishermen, select the Dock, and then click the Fishermen button in the Command Palette. [. . . ] You gain Tribute by conquering territories, accepting bribes from other nations for not attacking them, and other diplomatic actions. Use Tribute to buy random Bonus Cards, increase the strength of your territories, or purchase new territories. Tribute is also used in diplomatic actions such as declaring war, making alliances, or paying bribes to stop impending attacks on your territories. RISK II STRATEGIC OVERVIEW To win Rise of Nations you must become the most powerful nation. You may do so by building Wonders of the World, such as the Pyramids; you may extend your National Border across the map to influence the world; or you may conquer rival nations with military might. [. . . ]

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