Dec 202017
Second Conflict outerspace conquest game. Very nice.
File SC271.ZIP from The Programmer’s Corner in
Category Games and Entertainment
Second Conflict outerspace conquest game. Very nice.
File Name File Size Zip Size Zip Type
CONV270.EXE 14352 8301 deflated
SC.DOC 30295 10252 deflated
SC.EXE 129156 56516 deflated
SC.SCR 3680 567 deflated
SCINIT.EXE 53544 27053 deflated
SCVERS.271 10998 3579 deflated
SCVIEW.EXE 70940 35596 deflated

Download File SC271.ZIP Here

Contents of the SC.DOC file

the Galactic Conflict Continues
by Jerry W. Galloway
and E.R. Markgraf
(c) 1988,1989

Background: 75 A.I. (Age of Imperium)

When the first Galactic Conflict was over and the dead
buried, The Grand Admiral and his victorious fleet controlled
the known Galaxy. All enemy formations of effective
military capacity were dispersed or destroyed. Unopposed,
The Admiral assumed governmental control and established
himself as Emperor.

Under the Pax Imperium, trade exploded between the
stars of the Galaxy. Technological and cultural exchanges
spread science, medicine,and economic riches widely. By A.I.
33, fifty solar systems were classed "highly industrialized",
and a hundred more were "industrialized". Healing the scars
of war, planets were rebuilt into comfortable paradises where
science and art could flourish. "Hail the Imperium" was the
call of the day.

Inevitably, social and political systems evolved to create
circles and barriers around the throne. As late as A.I. 35,
common citizens could still petition the Emperor. After the
death of the First Emperorin A.I. 36 , however, all of this
rapidly changed. Emperor Yarbrous, crowned in A.I. 37
after the mysterious death of his elder sibling, immediately
decreed laws restricting the rights and voice of the common
man. Only the wealthy and influential could run for
Imperial office. Bribery became the official method of
procuring assistance from civil servants. A brief public
uprising was quelled by force. In response to public
denunciation of his policies, Yarbrous gave the Imperial
Police direct control of local law enforcement agencies.
Historians mark 39 A.I. as the start of the Age of Repression.

After the assassination of Yarbrous in A.I. 43, four
Emperors held and lost the throne before Selenius ascended in
A.I. 51. Selenius ruledfor ten years, and rescinded many
of Yarbrous' (and his "successors") laws. Relative stability
marked the rule of Selenius. One change fosteredby Selenius
was the creation of individual System-controlled military
forces, meant to be a counterbalance to the Imperial Navy
should a

despotic Yarbrous ascend again in the future.
Overshadowing his enlightened rule, these navies would prove
the most lasting legacy of the Emperor Selenius.

Selenius died abruptly in 61 A.I. without an heir,
spawning another chaotic battle for ascension. In A.I. 63,
with systems at the brink of civil war, compromise between
three major factions in the House of Peers placed Magnor on the
throne. Weakly held together, the Imperium was at a low boil
during the following decade. In A.I. 73, Imperial Admiral
Galbraith declared himself Governal-General in the Altair
sector, placing his fleet along the Imperial border to thwart
reunification attempts. A combined Imperial fleet was sent to
smash Galbraith. Galbraith himself was killed in the action,
but several of his Admirals escaped with their fleets.
Systems that had supported Galbraith declared themselves
neutral, free of Imperial or Altarian control. The Combined
Imperial fleet, heavily battered, was forced to withdraw to
the Imperium. The Altarian sector became an independent,
fractious federation of warlords with loose ties to the

The coalition supporting the Emperor was unable to reach a
compromise on the Altairian situation. Each faction saw a
chance to seize the area for itself, and flooded the sector
with agents, money, and arms. The Emperor was almost
powerless to raise the large fleets needed to bring Altair back
into the Imperium. In A.I. 75, The Second Galactic Conflict

Second Conflict: The Game


There are five types of mobile units in Second Conflict.
These are WarShips, StealthShips, TroopShips, Troops, and

WarShips are naval vessels designed to destroy other
vessels, one each turn. WarShips cost one point to build.
StealthShips cost three times as much, but make undetectable
Scouts and always fire first when they attack. StealthShips
represent your offensive punch. TroopShips are units designed
to transport armed men into combat, and also cost three points
to build. They are typically escorted by large fleets of WarShips.
Each TroopShip can carry fifty troops. Troops represent the men
and machines needed to wage ground warfare. Only Troops can
capture planets, although WarShips can bombard from Space.
Missiles are high-speed intelligent guided missiles that are
expended after one flight. They attempt to target enemy defenses
and production capacity.

In addition to the mobile units, you can also build Defenses
within a star system. Defenses destroy two incoming WarShips
each combat phase, and fire before everything except attacking


Star systems are represented on the map by the first
letter of

their name. There are 26 stars in the Altair Sector, each
having up to ten planets. Star systems have a production value
that is used to build either military units or more production
capacity. These facilities represent asteroid mines, low-
gee workshops and living quarters, large orbiting construction
docks, and other non-planet based industrial capacity.
Factories cost 5 points for each current production point, I.E.
if your system is producing 5, it will cost 25 points to
build the 6th Factory.

Fleet combat only occurs in star systems, and does not
automatically give control of any planets. Troops may be
loaded onto TroopShips that are orbiting in the same system.


Each star system may have up to ten planets. Planets also
have production values, which are used to produce Troops.
Control of a system does not give control of the planets
therein, they are completely separate entities. Planets must
be invaded with troops before you control them.


Every star and planet has a morale rating, which is
based on your current standing. This game factor is probably
the most important of all. Morale is added to the
production value to determine an "actual" production. It also
affects the amount of garrison you need to keep on a planet or
in a system. Normal morale is 1, maximum morale is 5. Morale
changes with your score, or by random events. Civil war or
system revolt will occur at a morale level below -4.


You must keep a garrison of ships in a system and troops
on each planet to keep your subjects orderly. The required
garrison is three times production, plus three times the inverse
of your morale. This means you need a larger garrison if morale
is bad, and a smaller one when morale is high. For planets, the
Load All command will leave a sufficient garrison. If you
load manually, you are on your own. Garrisoning systems is
up to you. When you have insufficient garrisons, morale will
drop until you reach the revolt level. Note that if random
events are enabled, an event may strike a planet that has a
minimum garrison and cause serious problems.


Production occurs at two levels; in Systems and on
Planets. Production is expressed as a point value. A star
or planet's current Morale rating is added to it's
production value when calculating production points. Star

systems can be instructed to either produce military units
or invest in more Factories to increase production capacity.
If you have leftover points while building units or Factories,
they will be held in that system until the next production
phase. Planets, on the other hand, can only build one type
of military unit: Troops.


Your score is based on the number of stars, planets,
and Factories you have, and the amount of military equipment you
own. Since uniting the Altair Sector is your goal, the scoring is
weighted so that territory accounts for approximately half of your

The maximum morale you can attain (barring random events, if
enabled) is based on your score. These are the weights:

WarShips 1/5 of 1 point
TroopShips 3 * WarShip value
StealthShips 3 * WarShip value
Defenses 2 * WarShip value
Troops 1/20 of 1 point
Missiles 2 * Warship value

Star 10 points
Planet 2 points
Factories 1 point each

Combat Ratings:

Each player has two combat effectiveness ratings, one
for naval (Fleet) combat, and one for ground (Troop) combat.
These ratings form the basis for your combat effectiveness. If
you are sucessful in combat, the applicable rating may
increase. When you get defeated, the rating may decrease.


Privateers are planet-based raiders and saboteurs that
appear in systems you don't fully control. Any time there
are enemy-controlled planets in a star system you own,
privateers will appear. Privateers destroy WarShips in an
attempt to lower system morale. The only way to guard against
Privateers is to secure all planets in a star system as soon
as possible. The damage that Privateers do is based on the
number of WarShips you have in the system, and the number of
unsecured planets there. The more of either, the more damage
you can expect.


Scouts are WarShips or StealthShips that have been
stripped of armament to increase their speed.Whenever you
request a Scout mission, one StealthShip or WarShip will be
adapted and dispatched to collect intelligence data on an enemy
star system. When the scout returns, it is restored to
full military capability.


When you launch a fleet towards an enemy-held system,
you will be asked what mission the fleet is to perform.
Currently, there are three missions a fleet may perform in an
enemy system: CONQUEST, PROBE, and RESOURCE RAID. Conquest
is a fight-to-the-death mission of destruction. It's purpose
is to occupy and assume control of the enemy system. A Probe
mission's main purpose is attrition. One combat pass will be made,
then the fleet will return to it's place of origin. No attempt
will be made to occupy the system, even if all enemy forces are
destroyed. Resource Raids are similar to Probe missions in that
one round of combat must be performed. Surviving ships then
pack up some resources and board some enemy vessels before
flying back to the system of origin. It's recommend to send
some transports on this type of mission....

Second Conflict: Setup

The shareware release, SC270.ZIP, should contain the following files:

SC.EXE the main game program
SCVIEW.EXE the endgame module
SCINIT.EXE the initialization module
SC.SCR a support file
SC.DOC this document
SCVERS.XXX changes and notes about release X.XX - Read 'em!
CONV270.EXE Convert files to version 2.70 format

If your copy has different contents, you can always get a fresh and
pristine copy from the Battlefield BBS, (718) 225-9083.

NOTE: If you have old game save files, you MUST run CONV270.EXE
for them to work with version 2.70 or greater!

To begin enjoying Second Conflict, simply type SC and hit
enter at the DOS prompt. Optionally, you can type SC
to automatically load a saved game file.
Everything else will take care of itself. If you did not supply a
filename on the command line, you will be asked if you wish to
start a new game or restore a game in progress. If
you wish to continue a saved game, select "O" and enter the name
of the savegame file, or select one from the menu. The other
selections at this level are for the scenarios. The only scenario
available in the Shareware version is "Beginnings".

On some scenarios, including ""Beginnings", you will be placed
in the Game Setup module. You must enter the number of stars (max:26),
players (max:10), and the name and type of each player. Players
can be either Human or Computer.

After you have specified the player mix, you will have the
opportunity to change several options. For the first few games, I
recommend that you use the default settings. After you get a feel
for the game, you may wish to adjust one of these:

Random Homeworlds -- if set on, each player's home star will be
assigned randomly. When turned off, player 1 will start on Altair,
player 2 will start on Beta 2, etc. The default is YES.

Display Level -- this value controls how much information you
are presented with each turn. At the lowest level, you will only
recieve messages about your actions. The map will only show your
stars, and stars you have scouted. Each value above 0 will show you
a little bit more, until you reach level 4 where you recieve
scout, reinforcement, event and combat messages and have a complete
map display to assist you. Levels 4 and 5 are intended for beginners.
At level 5, you even get an automatic Intelligence update "free" each
turn. The default display level is 0, Show Nothing.

Neutral Build -- if set on, neutral planets will produce more
Warships and troops each turn. The default is NO.

Computer Play Level -- this value, which ranges from 1 to 3,
will make the computer harder to beat. 3 is the hardest, and 1 is
the easiest. The default is 1.

Game Length -- this value is the length of the game in turns.
At the end of the game, the final scores are displayed and the
program is placed in VIEW mode allowing you to inspect enemy
positions in detail. The default value is 100 turns. The game
may end sooner, of course, if there is only one active player or
there are no active human players.

Production Level -- this sets the initial production maximums
used to generate the galaxy. LOW production set a maximum of 5,
MEDIUM limits the range to 10, and HIGH sets the ceiling at 15.
The default is MEDIUM.

Ship Speed -- this is used to adjust how quickly WarShips and
TroopShips reach their destinations. LOW is 3/turn, MEDIUM is
4/turn, and HIGH is 5/turn. The default is MEDIUM.

Random Events -- This selects the basic level of random events.
Turn it on to find out what they are! The default value is NO.

Advanced Events -- This selects a more volatile level of
events. Events can be both good or bad, at either level. This
level includes the basic level.The default is NO.

After you have accepted the game setup options, you will be
shown maps of the Altair sector. Pick one that you like. When you
have accepted a map, actual game play will begin. For your first
game, try to place yourself in a large cluster of stars that is
widely separated from your computer opponents.

Second Conflict: Displays

The main Second Conflict game display consist of four
parts. The Field of Honor shows the Altair Sector map. Neutral
systems appear gray, and systems you have scouted appear bright
white. On monochrome systems, your stars will be shown in reverse
highlight. On color systems, each will have a unique color.

The Stars/Ships window occupies the upper right portion
of your screen. Numbers next to each system indicate the total
number of ships in that system (I.E., WarShips, StealthShips and
TroopShips). Enemy systems that you have scouted appear white,
and the number will show the number of ships that were there when
your collected the information. Note that this is not necessarily
the number of ships that are there now!

The Player window shows the current player name, the
turn, and the player's current combat effectiveness ratings for
both Naval and Ground combat.

The Menu area occupies the entire width of the bottom four
lines of the screen. All game options are selected here. To
select an option, either type the mnemonic letter of the command
or use the arrow keys to move the highlight over the option and
press ENTER. If you have a standard mouse driver loaded, you can
also use lateral mouse movement to move the cursor and click the

left button to select them. The ESCAPE key will almost always
abort the current command. Be careful, it will also exit a menu,
including the Main menu. Exiting the main menu ends your segment
of the turn, and allows the next player to begin.

Second Conflict: Sequence of play

Second Conflict is played in phases; each player has a
movement phase before the program processes the results. All
movement is simultaneous. Combat occurs when movement places
units of different players in the same locale. This is the order
in which the phases are processed:

Player 1 inputs orders
Player 2 inputs orders
Player n inputs orders
Movement is resolved
Combat (if any)
New Production
Random Events (if enabled)
Morale and Revolt Check

Second Conflict: Commands

Second conflict has two main menus; the Main menu and
the System menu. The main menu contains options that are
global to your empire, while the System menu is oriented
toward a single star system. Here is a list and brief
description of each command:


A - Top Ten Admirals display
B - Basic statistical information about you empire
D - Exit to DOS temporarily
F - Show Fleets in transit
G - Go To a star system you own (enables the System Menu)
I - display your intelligence information
L - Display the results of Last Turn and read messages
M - Send messages to other human players
N - go to Next system and give orders
P - Display production data for all stars you own
Q - Quit the game
R - Restore a saved game
S - Save the current game
X (or ESC) - Exit your phase and let another player go
Z - Ze Score for all players


A - set up an automatic movement path
B - Use WarShips to bombard enemy planets

C - Change system production type
D - Distance to another star system
E - Attempt to detect inbound Enemy fleets
F - display Fleets and destinations
G - Give a fleet away (presumably to an ally!)
I - display intelligence reports
L - Load troops from planets onto TroopShips
M - Move a fleet to another system
N - go to another system and give orders
P - toggle the System Display Panel for this menu
R - Recall a fleet (from the fleet display) to this system
S - Send a scout to an enemy system
U - Unload troops onto planets (can initiate invasions)
W - Wreck resources (ships, factories, etc.) for build points
X or (ESC) - Exit back to the Main Menu

Second Conflict: Strategies

The only way to really develop effective strategies is, of
course, to play the game. We can, however, provide you with a
few tips to get started.

Missiles don't attack unles they are the only thing in a
fleet. If there are ships along, it's assumed that the missiles
are just being carried along.

When you successfully take a system, invade as many
planets as you can. Don't go for just the highest producers right
away. The more planets you control, the fewer Privateers will
attack your fleet.

Troops are scarce. Don't waste them, or leave them on
TroopShips where they will be lost if your system is successfully

Be careful with your WarShip garrisons. They are both for
defensive purposes and to prevent unrest and revolution.
Garrisons that are too large will rob you of offensive might,
whereas garrisons that are too small will encourage revolt and
enemy attacks. Remember, there are no "front lines" in space. You
are never safe from attack.

Don't overproduce TroopShips unless you need them. They
cost three points each to build, and the Wreck command will only
recover about 70% of your investment. Each can carry 50 Troops,
and you will NEVER have as many WarShips and StealthShip as you
would like.

The name of the game is OFFENSE, which means StealthShips.
Defenses are nice, but won't win the game for you.

If you are playing with multiple human players,
consider making alliances. These can be short-term affairs, and a
"gift" fleet from an ally can make a Galaxy of a difference at a
critical time!

In general, it is wise to keep your fleets on the move.
The enemy can't destroy what he can't find.

The computer player can be TOUGH at level 3 and fast
movement speed. Choose this setting with care!

Unless you find yourself in a particularily nasty corner of
the Sector, don't build too many Defenses early in the game. You'll
want enough for detections, but otherwise they will rob you of
resources you need to quickly expand before making contact with the
other players.

Second Conflict: Credits

Second Conflict has been brought to you by the
Sysops of The Battlefield BBS, Jerry Galloway (AKA
Wargamer) and Eric R. Markgraf. The Battlefield is a 24
hour system that can be reached at (718) 225-9083, at
3/12/2400 baud. An on-line version of Second Conflict is
available there, and of course lively discussion and the
latest program versions. If you have suggestions and/or
comments, please feel free to call The Battlefield or
easyplex me on Compuserve (72750,567). You'll probably have
better luck reaching me on The Battlefield, I'm there every

Special thanks must go to our playtesters, Kenny
Grumer (AKA Fishman) and Perry Markowitz (AKA Satyr). Their
suggestions helped make Second Conflict what you see. Eric
and I also clocked many a long hour at the helm trying to grind
this program into dust. A very, very special thank you must
go to Susan, who put up with my long stints in the computer

If you find a bug or have a suggestion, please call the
BBS or drop us a line via the U.S. Snails (Mail). If you write,
include a check!

That leads nicely to the sales pitch. Second Conflict is
a Shareware program, which means that you can evaluate it free of

You are licensed ONLY to evaluate and examine the Second
Conflict package for a period of no more than 5 games. After a 5
Game period, however, you must either permanently transfer the
license or register the software.

You are encouraged to transfer the software, provided:

1) You do not modify it the package in any way
2) You include this document in unmodified form
3) You register or permanently transfer the software after
5 uses ("Permanently transfer" means you give a copy of
Second Conflict to ten friends and then erase yours!)

You are MORE strongly encouraged to REGISTER the software!
Second Conflict is a copyrighted work to which we retain all
rights. Be advised that all registration fees will support future
upgrades and enhancements to Second Conflict, and make it all worth


We've put a lot of work into this package!

- Registration is $20, payable in US funds.

Registered users will recieve the latest version by return mail, and
the Second Conflict GAME EDITOR and SCENARIO PACKAGE. The Game Editor
allows you to change all configurable game parameters, such as
production levels, morale factors, system positions, etc. ad
nauseum. 'Nuff said.

The Second Conflict SCENARIO PACKAGE includes 5 more exciting and
challenging pre-set game positions to test your Admiralship skills!

- Registered users may also request Second Conflict On-line, the BBS
Door version of Second Conflict! You have to ask for it to get it,

Send all registrations (check or money order, please) payable to

Jerry W. Galloway
61-15 218th St.
Bayside, NY 11364

Please include your return address and disk format (5.25 or 3.5")
desired. Remember, if you play Second Conflict more than five
times you are under moral and legal obligation to register your
copy of Second Conflict.

Constructive comments from registered users will be taken VERY
seriously. Second Conflict is growing and changing, but we need
your support to continue.

We hope you enjoy the game!
JW Galloway and ER Markgraf

Keep an eye open for the Microsoft Windows version!

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