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Using TEQ
Contents
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To be able to play TEQ you need a frames compatible browser, if your browser can't display frames, you will need either an
updated version or a new browser. You can also download one of the recommended browsers, Netscape Navigator
or Microsoft Internet Explorer.
To play you need a monitor which is at least 640x480 pixels, if you use
a smaller one (e.g. Windows CE), you won't be able to see links at the
bottom of menu's, because the menu scrollbar is disabled. It's recommended
to play TEQ on a screen with 800x600 pixels with 256 or more colors.
TEQ will run on browsers from any OS, as long as the browser meets the described
requirements.
TEQ has been tested on Netscape Navigator 3.x and 4.x and MS Internet Explorer 3.x and 4.x
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Welcome to TEQ. This part will explain how the TEQ game works. TEQ is a turn-based game.
This means that you have to take turns to perform actions, such as spying on other players,
attacking, building structures etc. When you start playing, you have a certain number of
turns to start with. You will also receive a new turn every 25 minutes. You can use your turns whenever you
want, but there is a maximum of 150 unused Turns you can have. So it is possible to play once every 2.5 days and you won't lose turns
by doing so (except the bonus turns you could have gained in the period). We don't
recommend doing this because other players will grow stronger and you will stay at the same
networth which could lead to quite a few attacks on your country.
To give all players a chance to play each day, we encourage players to play only once every 12 hours, that's why you receive
a few bonus Turns when you don't play for 12 hours. We encourage you to wait, but you don't HAVE to wait if you don't want to.
The six basic things which are important to your country are:
- Territories - Territories are the land in your country. Territories cost a little bit to maintain, but they are full of resources,
you can assign various tasks to the territories such as Iron mining, Housing for people, Military Facilities, Factories etc etc. You should decide how many
territories should be assigned to each task. If you feel you need more Territories, you can either buy them on your private market or annex them from other players.
- Army - You need a good army. Not only to get more territories, but also to defend yourself from other players who want your Territories.
A good army also includes special forces, such as SEALS. After every attack you do your morale will be lower, your forces just fought a battle and are still exhausted, every turn the morale
of your forces will replenish with 4%. The lower your morale the less effective your army will be thus making it harder for you to defend and attack, therefore it is always
important to keep an eye at your morale. Your morale can also be lowered by the SEAL op Smuggle weapons to opposition. If you get defeated in an attack by
someone (even special attacks) then your infrastructure will be damaged, the less infrastructure you have, the less effective your panzers and marines will
be able to fight, cause movement in your country is very difficult. Every turn you take, your infrastructure will go up with 10% till it reaches 100%. Your infrastructure can
be damaged by the SEAL op Destroy Highways.
- Resources - Resources are bread, silver, building components and steel. You need resources to maintain your country. If you can't pay your bread or silver maintenance then a
certain amount of your forces will leave your country. Your morale will also suffer a drop. Silver can also be used to buy discoveries, military etc. Buildings components are necessary to assign territories, you can buy building components from the
private market, produce them yourself or buy them from the public market. Steel is needed for producing
the more advanced units produced by the war factory. Without steel your factories won't work and thus its production will be 0.
- Research -
Improve the efficiency of your military by researching. More discoveries will lead to more income from your people, a stronger army, higher production etc. etc.
You can also sell your technology to other players to earn a lot of money.
- Profiles - With a profile you can chose which settings you want to see at a higher rate then normal and which lower.
You can chose your profile from the government menu, you can chose between the default, the 6 preset values or
make your own profile with the custom option.
- Teams -
Combine your forces, join a Team and fight other Teams. Team members will help you if you are under attack and when you are attacking. Being member of a Team
also gives you extra possibilities, such as sending larger attacks by sharing them with other members.
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The TEQ interface consists of 2 parts. The Main screen, and the "Navigation Pad" on the right
of your screen. This Navigation pad can be used to go to all the menu's of the game.
The menu's on the Navigation pad do the following:
Main:
See Status (The Main screen always has the Status Bar at the top. This status bar briefly informs you
about your status: It displays the number of Turns left, Money, Steel, Food and total Networth. It also
displays the Last System Message, this message will be cleared when you log out).
Read Messages (you can read and delete messages from other players here and send replies to them)
Read History (you can see past attacks (individual or team), seals, missiles made by and against you and you can also see market transactions.
Logout (speaks for itself)
Delete Account (you will be prompted for the city you filled in when creating a game account to make sure it is really you who wants to delete the country)
Restart Account (you will be prompted for the city you filled in when creating a game account to make sure it is really you who wants to restarts the country)
Change Password (you have to fill in your current password and the password you want it to become (2x) for extra security)
Read TEQ Manual (That's a link to this document so that you can read the manual while playing)
Read TEQ FAQ (a document that answers some Frequently Asked Questions
Pvt market:
In the buy menu you can buy military, land and building components.
In the sell menu you can sell military.
Pub market:
In the 2 buy menu'ss you can buy military, bread, steel, cruise missiles and discoveries.
In the 2 sell menu's you can sell military, bread, steel, cruise missiles and discoveries.
Attacks:
From this menu you have to do all your attacks. The following attacks can be done from here:
regular attacks, planned attacks, special attacks and send cruise missiles.
Operations:
In this menu you can view your planned operations.
SEALS:
From this meny you can send a certain amount of SEALS to a certain target.
Territories:
In this menu you can assign land, unassign land and drop empty land.
Discoveries:
In this menu you can research discoveries and view discovery levels.
Work Overtime:
You can produce 20% more then you normally would from this menu.(science facilities are the only
exception, you have to use the Discoveries menu if you want to research those)
Government:
From the Government menu you can do a variety of things: You can adjust the
tax rate, adjust your marines/SEAL ratio, adjust your fighters/bombers/panzers/lasers/missiles
ratio, deposit to and withdraw money from the bank. And you can access
submenu's to investments and view profiles.
Submenu Investments:
You can change the release time for an investment and deposit to and/or withdraw money
from an investment.
Submenu Profiles:
From this menu you can select a preset profile, peek at a preset profile,
design your own profile or read the profile descriptions.
Team:
In this menu you can look at the military status of teammates, vote for a
teampresident, visit Members Only Private Messageboard, view the team list
and view the team scores. Teampresidents can view the complete status of
his members and he can enter the Presidents-Only Message Board.
Status:
In this menu you can get an overall view of your country, you can look at your
Military , Means, Game and Fights Status. You can also view the amount
of discoveries and territories you have and take a look at your Expenses.
Messaging:
From this menu you can enter the different shared message boards, write
emails to the GC's and The Enforcer and send
messages to other players in the game.
Archive:
In this menu you can search the news for attacks and missiles that were done
in the past, you can search on numbers, names and tag. If you don't fill
anything in you will automatically search for all the news. You
can also search on attack type.
Players:
From this menu ou can search for other players, you can search on numbers, names and tags.
Scores:
In this menu you can view the different scorecriteria, networth, land and points, this can be done for both the invididual scores
or the team scores. You can see a country's rank, a country's name, land, networth and points score.
You can also see whether a country is online and what his rank in the overall ranking system is.
Logout:
Use the logout
button to quit TEQ when you're finished playing, this will reduce the server load. If you don't log out
you will be automatically logged out after a few hours.
Text Version:
You will get a text version of the navigation pad.
Free Turns:
You will go to the 2nd free turn program.
To use a menu, you have to fill in values in the text-boxes and click a button to submit your
data. You can only fill in nummeric values. You can use the following notations:
Input Interpreted as:
120000 120000
120,000 120000
120.000 120000
120k 120000
120m 120000000
NOTE!
-120000 120000
120,000.00 12000000 (not 120000)
120k4 1200004 (not 120400)
120rsi5 120
zvr3842 0
If the values you entered are not valid, the system will let you know why.
The reason will be displayed in the LastMsg: line of the Status Bar.
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You can send messages to other players, simply fill in the ID# of the player you want to write
and type your message. Messages can only be 500 characters long, longer messages will be shortened.
If you have new mail, you will be notified in the Main Menu, there will be a link which says "***New Messages***". Click on this
link to read your message and answer or delete thim as you wish. After you read your new messages the link in the
Main Menu will change to simply "Read Mail".
Please read section 9.1 on content rules for messages.
If something happens in the game that concerns you, such as an attack or sale on the Public Market, you will be
notified in the Main Menu. A short News Message will be displayed with brief information about what happened. This message
will disappear when the turn is over. If you want to view a list of all the events that happened to you the past 5 days, you
can click "Read History".
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To expand your country you need to build up an army. The private market
is a market which is located within your country that means that you
can directly sell and buy, there is no delay. Prices are stable and not
influenced by demand. Units are a bit more expensive though and you don't
get very much for your units when you sell them. On the Public Market the prices
for selling goods are generally way higher than on the Private Market. The amount of a certain
good on the Private Market is influenced by a few things:
- The amount you have from a certain unit. The more you have of a certain unit the higher the maximum of the Private Market will be.
- The amount of land you have. More land means a higher maximum on the Private Market and it also fastens the amount of units replenishing after each turn that was taken.
Things you can only sell are SEALS. you can't buy SEALS, they need special
training so they can only be produced by your Barracks.
Things you can only buy on the Private Market are Building Components
and Territories. For the territories, the Private Market is the only place
where you can buy them. The only other way to get territories is annexing it from other players.
The BUY market shows you how much is available of each unit, the price
and how much you could buy if you'd spend all your money on that particular unit.
The SELL market shows how much you can sell (=units you have available and not on operations) and the price.
You could sell all you have in your country if you wanted to using this.
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The Public market is another way to expand your country. The Public Market is
a market that all the players of TEQ share. You put the items you want to sell for sale
on the market, other players buy it, and vice versa. Because this is a real
market between players, prices are influenced by demand and will generally be a
bit lower than the Private Market, but it takes a certain amount of time before
someone can buy your units. If your units are not sold after 48 hours of being on the Public Market,
they'll be returned to you automatically. If you do sell your items, the bank keeps 5% of
the money you make (so the bank keeps 5 silver of each 100 you make). Your earnings will be put on your
bank account.
You can also sell your Discoveries on the Public market, you cannot sell them
anywhere else.
The BUY markets show you the lowest price and how much is available of each unit for this price
and how much you could buy if you'd spend all your money on that particular unit.
The SELL markets show the current suggested prices and what you currently can sell.
You can sell 1/3 of what you have AVAILABLE (not on operations) minus what you have already on the market. You can
either choose your own price to sell your stuff at or at the current market prices. It takes about 6 hours between the time you put your things on the
market and the moment that they actually are available for purchase. Remember: this is a real market. If your price is too
high, you simply won't sell your things. Units which you put on the market cannot be used for
attacks while they're still on the market.
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With the silver you have in hand you are able to do your money transactions. If you want to buy some goods of one of the markets for instance you need
to have enough silver in hand to complete these transactions. You can hold an unlimited amount of silver in your hand, the only risk your money runs
when in hand is from enemy attacks.
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The bank is the place where you can store some of your silver if you want to make a nice profit while playing your turns. The bank pays 0.225% interest
on your money on every turn you take. The bank has a limit of 2 billion silver, if you reach this limit the interest you get when you take a turn will be deposited in hand. When your silver
is in the bank it is running the risk of enemy seal ops stealing some of your silver. The bank can be found under
the government menu.
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Another way to store cash is to start using investments. The big pro for investments is that it cannot be touched by your enemies and thus it is a safe way to store cash. However the investments only pay
1.5% per 10 turns, which is lower than the rate the bank pays. The other drawback is that investments have a minimum of 100 and a maximum of 500 turns. The user has to fill in an amount of turns
first before the investments becomes active, then the user can deposit silver into the investment. This can be withdrawn as soon as the game has advanced for the amount of turns you filled in.
(so if you fill in 10 into the box (with change next to it) then you are actually investing your money for 10 * 10 = 100 turns and after 100 turns * 25 minutes = 2500 minutes you can withdraw your
money again).
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With the Ranking System the top 100 overall players are giving a badge behind their name. When
looking at the score list you will see a lot of different badges behind country names. All
these badges have different meanings. The badge you will see most will be the novice badge,
that is a green square, if you see such a badge then you know that this player is not one of
the players who is top 100 according to the ranking system. He will either be a new player or a
player that hasn't been able to achieve the results necessary to put him in the top 100. The
single silver star is the veteran badge, this means the player is ranked between 51-100 in
the overall rating. The double silver star is the advanced player badge, this player is
ranked between 26-50 in the overall rating. The single golden star is the Expert Player badge,
this means the player is ranked between 11-25 in the overall rating. The double golden star is
the Elite Player badge, this means the player is ranked between 6-10 in the overall rating.
The triple golden star is the Ultimate Player badge, this means the player is ranked between
2-5 in the overall rating. The decorated golden triple star is the TEQ Excellency badge, this
means the player is ranked 1 in the overall rating and is the best and most constant player
around. Then there are the Silver and 2 Golden shields, the silver shield means that this
is the Enforcer's country (his country is always #3, he can be reached ingame or you can email
him at enforcer@playteq.com), he is doing the cheaterbusting and can be contacted in case you
suspect people cheating. The 2 Golden Shields are from the 2 Game Coordinators, Game Coordinator
#1 (his country is always #1, he can be reached ingame or you can email him at gc1@playteq.com)
handles the technical affairs while Game Coordinator #2 (his country is always #2, he can be
reached ingame or you can email him at gc2@playteq.com) is responsible for the strategical issues. Under the Ranks Legend on the
login page you can get more information about the ranking system.
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Profiles are a very important part of the game, with a good profile you will
be able to gain networth way faster than other people with a bad profile. So we
advise you to chose one carefully, you will be stuck with the profile for quite a time
cause you only have 3 profile changes for the entire game (5 in fight-server). It might be best to start
playing with a preset profile first until you know the game a bit. As soon as you
have the feeling you know the different settings then you can chose your own profile by chosing
custom profile. Everyone starts with the default profile, the default profile has all the different
settings at 100% ,you can change your profile at the government menu.
The 6 different PRESET profiles are:
- Preset Profile 1:
The Preset Profile 1 is known as the Militaristic Industrialist. Very strong
at warring and producing military though weak on other parts like cashing and
science. If you want to be an aggressive industrialist then this is the profile
you should chose. Main territories should be Barracks, War Factories and Iron Mines.
- Preset Profile 2:
The Preset Profile 2 is known as the Scientific Militarist. Almost as strong as
the militaristic industrialist at warring and very good at science. The scientific militarist
is bad at cashing and producing military. If you want to be a scientific country
then you should chose this profile. Main territory should be Science Facilities.
- Preset Profile 3:
The Preset Profile 3 is known as the Casher. Very good at gaining cash and pretty good at playing
the market though very poor at warring. If you don't expect to be in a lot of wars then this one
beats all other profiles when cashing. Main territories should be Beaches and Solar Panels, or
Tax Offices and Condo's.
- Preset Profile 4:
The Preset Profile 4 is known as the Breadbaking Militarist. About the same capabilities in war
as the scientific militarist and very good at baking bread. Pretty average at most other things
but high maintenance costs. Main territory should be Bakeries.
- Preset Profile 5:
The Preset Profile 5 is known as the Market Player. Pretty average at everything though very good
at buying stuff at the private market and selling them at the public one, thus making a profit.
No real main building, playing the market can be done with most territories, though it might be
handy to cash.
- Preset Profile 6:
The Preset Profile 6 is known as the Steel Producer. Very good at producing steel, fair in war and science
but quite bad at cashing. Main territory should be Iron Mines, though it might be handy to mix in some
War Factories or Barracks as well.
You can also design your own profile, when doing this you have to make choices
between the different settings cause if you maximize one you have to minimize others. If you design
a profile you will start with your previous profile and you can fill in values/points for each different
profile setting. You can do calculations to see how many profile points you still have left, these profile
points should be divided by the weight to get the points you can add to a certain
value.
The Different Profile Settings are:
Military Strength - The higher you set this value the higher the effectiveness of your army,
its weight is 3 and it is pretty important to maximize this setting if you are playing an agressive country.
Army Maintenance Costs - The lower you set this value the LOWER your army upkeep costs will be, so lower is
better in this case. Its weight is 3, although not so effective at the start when you have a relatively small army
this setting can prove to be pretty important in the late game.
Private Market - The lower you set this value the LOWER the price of the units will be on your private market,
so lower is better in this case. The land on the private market doesn't get cheaper though, only the units. Its weight is 3 and this setting is pretty
important during the entire game, especially if you don't want to depend on the public market or want
to do reselling.
Construction Speed - The higher you set this value the more territories you can assign per turn, for most strategies
this can be a handy feature cause you will have to spend less turns building on your land so are able to use your
precious turns for other things like Work Overtime. Its weight is 3 and it can be a big help during most of the game.
Discovery Effectiveness - The higher you set this value the more effective your discoveries
will be, so you will need less discoveries to reach the maximum values from the different discovery types. This can
save you a lot of money. Its weight is 3 and if you are using a lot of discoveries then maximizing this is a must.
Factory Production - The higher you set this value the higher your war factory and barracks production will be,
if you are playing a barracks or a war factory strategy then you should be maximizing this setting. Its
weight is 2 and for barracks and war factory strategies this is a must, if you are playing another
strategy then you should minimize this value.
Steel Production - The higher you set this value the higher your iron mine production will be,
if you are playing an iron mine strategy then you should be maximizing this setting. Its
weight is 2 and for iron mine strategies this is a must, if you are playing another
strategy then you should minimize this value.
Population Capacity - The higher you set this value the higher your maximum population capacity will
be, maximizing this is a must for every Tax Offices/Condominiums strategy
cause you will receive more cash from Taxes when having a bigger population. Its weight is
2 and maximizing this value can even be worth it if you are playing an other
strategy cause the principle will remain the same: More Population -> Higher Taxes -> More Cash.
Solar Enhancements - The higher you set this value the higher the output and thus the money
income from your beaches and solar panels will be, maximizing this is a must for every Beaches/Solar Panels
strategy cause you will receive way more cash when your Solar Enhancements are maxed.
Its weight is 2 if you are playing an other strategy then you should minimize this value.
Tax Income - The higher you set this value the higher your Tax Collection capacities will
be, maximizing this is a must for every Tax Offices/Condominiums strategy
cause you will receive more cash when your Tax Collection capacities are higher. Its weight is
2 and maximizing this value can even be worth it if you are playing an other
strategy cause the principle will remain the same: Higher Taxes -> More Cash.
Research Speed - The higher you set this value the more discoveries you can discover per turn,
this is a must for every Science Facility strategy cause it will mean more discoveries per turn
thus more income when selling these discoveries. Its weight is 2 and if you are playing an other strategy you can
do without this and should be minimizing this value.
Bakery Production - The higher you set this value the more bread your bakeries will produce per turn,
if you are playing a Bakery strategy then you should be maximizing this setting. Its
weight is 2 and for Bakery strategies this is a must, if you are playing another
strategy then you should minimize this value.
Missile Accuracy - The higher you set this value the higher your accuracy will be when
targetting enemies with missiles. Its weight is 1 and it should only be maximized if you are
expecting a war or want to do damage to people with missiles.
SEALS Strength - The higher you set this value the higher your SEAL/land ratio will become,
if you expect people to target you with SEAL ops or you want to target people with SEAL ops yourself
then it is advised to maximize this setting. Its weight is 1 and it is not a must
for any strategy to maximize this.
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Building Components - In order to assign your territories you need building components. Building components can be acquired
when buying on the public market, producing them yourself with Cement Factories or you can buy them from the private market. (if you
don't produce enough building components nor have enough building components at hand and you still build on your territories then the game
will automatically buy building components from the private market if possible)
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If you have a question then you might find your question answered in the section below.
Q: I think I have found a bug, how do I report this?
A: Write a message on the Technical Support & Suggestions message board, these will be checked several times a day
by the Game Coordinators. If you don't want to write certain things in public then you can write #1 (TEQ Technical) or
#2 (TEQ Strategy) about it.
Q: I have a suggestion, where do I post it?
A: Write a message on the Technical Support & Suggestions message board, these will be checked several times a day
by the Game Coordinators. If you don't want to write certain things in public then you can write #1 (TEQ Technical) or
#2 (TEQ Strategy) about it.
Q: What does "Work Overtime" do?
A: With Work Overtime your cash, military, bread and steel production will be at 120% of normal.
Q: What is the funtion of the bank?
A: On the bank you can deposit your money, you will get a certain interest percentage each
turn. Your deposited bank money is save from landgrabs but can be stolen by SEALS.
Q: What happens to my silver when all my stuff from the public market sold?
A: Your silver will be deposited on your bank account. If your bank is already maxed then the
silver will be deposited in hand. You can access your bank account from the government menu.
Q: Are the territory types more effective when you specialize in one of them?
A: Yes, the higher the percentage of land covered with one building type (or certain
groups of buildings) the higher the production per territory will be.
Q: Which building types are linked?
A: Linked buildings are: Beaches + Solar Panels, Barracks + Bakeries, Condo's + Tax Offices,
War Factories + Iron Mines. Missile Installations are linked with ALL other
buildings. Linked buildings don't cost you effectiveness,
in other words: If you have a country with only Barracks and Bakeries for example then the gains per
territory would be the same as if you had 100% Barracks.
Q: I am not producing any missiles even when I have my production at 100% missiles?
A: A missile project is a large one, every turn your war factories will make a certain amount of
advancements. As soon as these advancements reach a certain value, you will be awarded
with a missile.
Q: My War Factories don't seem to produce any military?
A: The problem will most likely be that you don't have any Steel, War factories
need Steel to produce any military. An other problem might be that you put your production from
your ratios for Fighters, Bombers, Panzers, Heavy Lasers and Missiles are at 0%.
Q: How can I gain additional land?
A: Buy territories from the Private Market or steal them from other countries.
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In order to get larger and more powerful you need more Territories. You can
steal territories from other players if your army is powerful enough to beat them.
You can send out 4 different types of units. 2 of them are air units and 2 of them
are ground units. You have to figure out yourself how many of which units you need
to send to beat your opponent. You can use the help of your SEALS to find out
what your opponent's army looks like by doing a Bribe Military Staff SEAL op.
You can also just harm your opponent by sending Missiles. You won't earn anything from that
but they could do a lot of devastating "preparation" before you start your military operations.
You can plan Attacks and Missiles in the future, using the preparation time.
When you do a regular attack there will first be an Air Battle, the attacking fighters and bombers
will try to overwhelm the defending fighters. If successful then the remaining bombers will do their evil
job in the Ground Battle. If the defending air forces win the Air Battle then the attacking bombers
will participate in the Ground Battle but their strength will be lower than if you had won the Air Battle.
The bigger the loss in the air, the lousier will your bombers participate in the Ground Battle (Note: You can still
win the Ground Battle if you lost the Air Battle). After the Air Battle the Ground Battle
will take place. If successful then the attacker will be rewarded with a part of the defender's territories
and resources.
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Your army can perform a lot better if you give it enough time to prepare. You can let
your army prepare up to 40 hours. Just enter the preparation time in the attack menu
and your army will be assigned to prepare and attack. The longer your army prepares,
the stronger they will get and the better they will perform in the actual attack.
You can see the attacks that are currently preparing in the Operations menu. Once an operation is planned, it cannot be
reversed.
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A very important part of your army is the secret service, it provides you with the latest
information about other countries and is able to harm your opponent where it hurts most.
Not all your SEALS will succeed, in fact, a portion might die attempting missions.
The success rate of your SEALS depends on the size of you and your enemy and of course of the size of the amount of SEALS you and your opponent have. The bigger you are the more SEALS you need to be effective,
this goes the other way around as well, if you are small and have a large amount of SEALS then you will be successful in most cases. The effect of your SEALS is based upon the amount of the targetted area your enemy has.
You yourself have to own a certain amount of the targetted area however to prevent small 100% SEAL countries from ripping big ones apart.
You can send SEALS on one of the following missions:
Spy on Military Operations - With this operation you will be able to see which operations your opponent has planned in the future.
Sabotage Military Operations - If you know your opponent is planning operations at your empire then you can sabotage them, each time your SEAL succeeds a certain percentage of the attack force will be lost.
Smuggle Weapons - By smuggling weapons to the rebels in your opponent's country, they will be able to do some hit and run tactics, thus lowering morale in the target's country.
Transfer Bank Holdings - If your SEAL is able to hack the computer system of the opponent then a certain amount of his bank account will be transferred to yours.
Infiltrate Factories - A good way to cripple an opponent is to lower his production, this operation lowers production to 50% for 1 turn if successful.
Destroy Highways - The infrastructure is vital for a country, marines and panzers need infrastructure to function at their maximum, so if infrastructure is lower than 100%, the enemies marines and panzers won't fight at their best.
Bribe Military Staff - To know your enemy can sometimes be very important, with this operation you will be able to see the status menu of your enemy, providing you with very imporant information.
Steal Food - Your SEAL will sneak into the enemy's food storage and steal a significant portion of it.
Steal Steel - If you know your enemy has a large amount of steel and you want to get some of that then you can order your SEAL to steal the steel of your enemy.
Kill Seals - Without Seals your enemy will be defenseless against your SEAL operations. With this operation you order your SEAL to empty his machine gun on the enemy's SEAL HQ.
Steal Missiles - Certain enemies stockpile a lot of missiles and use them for retaliation, to prevent this from happening you can steal their missiles so that you can use them agains them.
Bomb Hangars - With this operation your SEAL attacks the enemies Hangars, if successful this operation destroys some bombers and jets.
Kill Marines - If an opponent relies heavily on marines then it might be handy to order your SEAL to kill your enemy's marines in their sleep.
Slow Down Construction - This operation kills a certain amount of Construction Speed discoveries, decreasing their territories they can assign per turn quite a bit.
Bomb Structures - With this operation you order your SEAL to place some TNT at your enemy's territories, if your SEAL doesn't get caught he will blow up a some of territories.
Steal Discoveries - Some countries stockpile discoveries, you can order your SEAL to infiltrate their science facilities and steal a certain amount of their discoveries.
Peek at Profile Lay Out - With this operation you can take a look at the profile of your opponent. This will allow you to see his strong and weak parts.
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Marines - Marines are made by barracks, they are fairly cheap on the private market and are able to attack and defend. Their relative strength
is 1 offense and 1 defense.
Panzers - Panzers are made by war factories, they are the most expensive unit in the game but they are very good at attacking as well as defending. Their
relative offensive strength is 6, their defensive strength is 5.
Heavy Lasers - Heavy Lasers are made by war factories, they are the best defending unit for their price, their only purpose is defending you from attacking foes, their relative defensive
strength is 3.
Bombers - Bombers are made by war factories, they are offensive-only units, their only purpose is to attack enemies. They are the best offensive unit for their money with a devastating
9 offensive strength in the Ground Battles and 1 offensive strength in the Air Battles. Note: all bomber attacks are not possible, every attack should at least consist
of 25% attacking ground forces.
Fighters - Fighters are made by war factories, they are the KINGS of the air. Though they cannot participate in the real Ground Battle (an all fighter attack will NEVER win) they are able to shoot a lot of
bombers down before they are able to bomb your defenses. They are also able to destroy enemy fighters. When attacking with bombers it is advised to send some fighters too.
Without the assistance of fighters your bombers will be sitting ducks for the fighters of the enemy. They have a relative offensive and defensive air strength of 4.
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Regular Attack - A Regular Attack will gain you territories and resources from the opposition if successful. It can be planned
in the future if you fill in a certain amount of preparation hours (the attack will first prepare for the amount of hours you filled in, meanwhile you can view this attack in the operations menu, your forces are in transit
and won't be there to defend you in case of an attack so the preparation hours are taken BEFORE the attack actually will be done). The longer you plan an attack, the better they will fight,
they will also capture a bigger part of someone's territories and resources. Hitting bigger opponents (in networth) will give you relatively far higher gains than hitting smaller ones. If you hit a huge country and are
able to win the battle then you can take up to twice the amount of gains you had if it would have been a country from the same size. This goes the other way around too, so
if you hit a very tiny country this might lead to 50% less returns then if you had attacked a country with the same networth.
Every unit except Heavy Lasers has a special attack, these special attacks destroy a certain part
of your opponent's country.
Demolition Squad - Marine-only attack, this attack can only be stopped by defending Marines. If successful then
the marines will steal a certain percentage of the defender's food and destroy some construction technology when razing through the lands.
Blitzkrieg - Panzer-only attack, this attack can only be stopped by defending Panzers. If successful then the panzers
will capture some steel and lower total production in all area's for the next 5 turns because of their ruthless driving through the country.
Bombing Raid - Bomber-only attack, this attack can only be stopped by defending Heavy Lasers. If successful then you will
lay a certain amount of enemy territories to ashes.
Dogfight - Fighter-only attack, this attack can only be stopped by defending Fighters. If your Fighters defeat the enemy Fighters
in the air then your Fighters will use their machine guns on the enemy population and marines.
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There are a lot of different Cruise Missiles, each with it's own purpose. Cruise Missiles won't benefit your country, they can only be
used to destroy a certain part of your opponent's country. Cruise Missiles only have an accuracy of 50%, so there is a possibility they will
hit something else, with discoveries this percentage can become higher. Cruise missiles are produced by war factories and they are very
devastating when used correctly. Cruise Missiles can only do the maximum amount of damage if you have a fair amount of the targetted area as well. (an anti-personnel
Cruise Missile will only destroy marines if you yourself have a lot of marines as well)
Earthquake Warhead - An Eartquake Warhead creates a shockwave when it hits the enemies country, this destroys a certain amount
of the territories of the enemy.
Chemical Warhead - Launching a Chemical Warhead at your enemy will instantly kill a certain amount of people.
Cause Brain Damage - This missile is extremely effective against people with a lot of discoveries, by launching a missile at the science facilities
you can Cause Brain Damage to the enemy's scientists, thus making them forget a certain amount of discoveries.
Melt Steel - The Melt Steel missile targets steel depots, by creating an enormous heat you are able to melt a significant portion of your
opponent's steel.
Bacterial Warhead - With a Bacterial Warhead you can infect the bread of the enemy with bacteries, thus making it impossible to eat.
Anti-Personnel Warhead - Anti Personnel Warhead is best used vs. countries with a lot of marines, though you have to have some marines yourself to avoid small countries
doing unreasonable damage to large ones.
Hit Hangars - Hit Hangars is an anti-air units missile, air units are stored in hangars when at home. If successful the missile will hit the hangars of the
enemy, destroying a certain amount of Fighters and Bombers.
Penetrate Intelligence - Enemies with a lot of SEALS can be hurt severely with this missile, by launching a Penetrate Intelligence Missile
at the SEAL HQ's of the enemy you will kill a good amount of SEALS.
Heat Seeker - The Heat Seeker is an anti-panzer missile, by searching for warm engines this missile finds it target. When successful a certain
amount of panzers will be destroyed.
Hit Defenses - The Hit Defenses missile is designed to destroy Heavy Lasers, they are launched at heavily defended parts of your enemies country. If you
hit their defenses then a certain percentage of your enemies Heavy Lasers will be destroyed.
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Your country gets bigger with more territories.
You can always decide to change the assignments of your Territories. You can simply unassign a certain amount of
territories (so it'll become "Unassigned Territories") and reassign them to another task. If you feel that you don't need territories anymore
you can first unassign them to make the territories Unassigned Territories and then drop them.
These are various types of territories:
Unassigned territories - Unassigned territories are the barren lands in your country. These territories don't produce
anything so having a lot of them around won't do you any good. You can buy these territories
on your private market and you can landgrab them from other players. Best is to try and get
all unassigned territories built on rather soon because of their non-production.
Beaches - Beaches are territories that are used for attracting tourism. People like
to come to the beaches to relax and spend a lot of money. Beaches provide you with a stable
amount of cash each turn and they are usually important for giving you a good start.
They outproduce solar panels when discoveries don't apply. However when having a lot of
solar enhancement discoveries the solar panels will get you more cash. Beaches are linked
to Solar Panels, so mixing these buildings will not hurt your efficiency.
Solar Panels - Solar Panels are just like beaches, solar dependent.
The more sun is delivered the higher the energy they produce. Solar Panels
absorb the rays of the sun, these are converted in energy and will bring you a good
amount of cash. They too provide you with a decent income, however they produce less
income than beaches when no discoveries apply. When having a high amount of solar
enhancement discoveries they will however be able to outproduce beaches. Solar Panels
are linked to Beaches, so mixing these buildings will not hurt your efficiency.
Iron Mines - Iron mines are the territories that can produce steel. All territories
contain Iron, but only if you assign it to Iron Mining you will actually get the steel.
Steel is necessary for war factories to provide output. Iron mines are linked to war
factories, so mixing these buildings will not hurt your efficiency. The main income for
an all iron mines strategy should be the selling of the steel on the public market.
War Factories - War Factories are the factories in which the advanced military units
are built. War Factories need steel to be able to produce units. In case your steel
consumption is bigger than your steel production + steel in hand then your war factories
can't give 100% output. If you have no steel and produce no steel either then your war
factories will never produce a single unit. So when having war factories always make sure
you will have enough steel to take your turns. You can adjust the percentage of each unit
to be built in the government menu. War factories are linked to iron mines, so mixing
these buildings will not hurt your efficiency. War factories get their main income from
selling military on the public market.
Barracks - Barracks are the territories that train Marines and SEALS. Each
barrack has room for a few marines/SEALS and just build more barracks for faster marine/SEAL
training. You can adjust the percentages of Marines and Seals to be produced in the
government menu. Barracks are linked to bakeries, mixing these buildings will not hurt
your efficiency. Barrackers main income is the selling of marines and SEALS on the
public market.
Condominiums - Condominiums are the territories that the people of your country live
in. If you want to be able to house more people, you need more of these. Building Condo's
will not guarantee that they will be filled with people. Cause it takes a while for your
population to grow. So building condo's only increases the population capacity of your
country. The more people you have the harder it will be to do population kills on you
and the higher your income from taxes will be. Condominiums are linked to tax offices,
mixing these buildings will not hurt your efficiency.
Tax Offices -Tax Offices are the territories that will make you increase your ability to tax
your population. All people have to pay taxes, but nobody wants to (of course). That's why
you need tax collectors to make people pay taxes. This can be done in friendly but less
effective or more effective but less friendly ways, according to your profile and your
tax rate. Tax offices are linked to condominiums, mixing these buildings will not hurt
your efficiency.
Science Facilities - Science Facilities are the territories that provide you with the
ability to do research on issues and develop discoveries. Almost everything your people do,
can be done better if you do some research. More Science facilities means that your people
discover a lot more. You can either keep these discoveries to yourself, or sell them to
other countries on the public market. The main income a country with full science facilities
has, is the selling of discoveries on the public market.
Bakeries - Bakeries are the territories that produce bread for your country. Your
military and civilians need to eat, so it's very important that you have enough bread.
Not enough bread might cause riots among the people in your country. Producing enough
bread is one way to be sure that you have enough bread, buying bread from the public
market is another one. Bakeries are linked to barracks, mixing these buildings will
not hurt your efficiency. The main income from someone who has full bakeries should
be the selling of bread on the public market.
Missile Installations - Missile Installations are territories that don't produce
anything but they protect you from enemy missile attacks. Missiles are an effective way
to destroy a certain part of an opponent. Having Missile Installations makes your PDS
Coverage go up which will help you in fending off missile attacks from other nations.
Your PDS Coverage is the amount of protection you get from Missile Defense Installations
and PDS Discoveries. You need both in order to get the maximum defense of 100%.
Cement Factories - Cement factories are the territories that provide you with the
necessary building components to build on unassigned territories in the future. The
production of cement factories cannot be increased by discoveries or profile adjustments
so their relative production is rather high at the start of the game. Cement Factories are not linked to any other type of
building. They have the same output in all circumstances so even if you mix them they will still produce the same amount of
building components per territory compared to a full cement factory strat. When running an all
cement factory strategy you should get your main income from selling the building components on the public market.
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You can find all about your country in the Status menu. For each unit you see
two columns: Home and Total.
"Total" is the number of each unit you have, this includes the units you sent out in an operation
or units you have placed on the market. "Home" is just the number of units you have which are NOT
currently involved in a military operation and which are NOT for sale on the public market.
The same thing goes for Silver, Bread and Steel. For each you see two columns: In Stock and Owned.
"Owned" is the number of each you totally own, this includes what's currently on the market. "In Stock" is what you can use. So if you put all your
bread on the market, you still "own" a lot of bread, but you won't be able to feed your people with it.
- To improve the way your people and territories do things, you can research some actions and make them more efficient. You can use Turns to research
certain things, and according to the number of Science Facilities you have, a number of new things will be discovered. The more discoveries you have, the
more efficient your people and military are. You can keep the discoveries for yourself, but you can also decide to sell your discoveries on the public market.
If you have a lot of Territories, you need to have more discoveries to get the same advantage than someone with just a few territories. So if your total number
of Territories becomes smaller, you get a higher efficiency with no extra discoveries.
The things you can research are:
-Construction Speed - Construction Speed discoveries are vital for any country, the more territories you can assign every turn the more turns you are
able to spend on other things like Work Overtime or attacking.
-Urban - With newer and better Urban discoveries your engineers will be able to increase the inhabitants capacity per condominium greatly, this will of course
result in higher tax income. Combined with Tax Revenues discoveries this can greatly increase your income a turn.
-Tax Revenues - Without Tax Revenues your Tax Collectors will be stupid and lose a lot of potential income because of people refusing to pay their taxes, with Tax Revenue discoveries
however your Tax Collector will find new and original ways to get the population to pay their taxes.
-Maintenance Costs - Every turn you pay a certain amount of money to maintain your army and territories, with Maintenance Costs discoveries you'll find ways to lower this
maintenance.
-Mining - With new Mining Discoveries your miners will be able to get a lot more steel out of the Iron Mines, this will result in a higher steel production.
-Military Production - Military Production Discoveries will increase the output of your barracks and your war factories by introducing newer
and more efficient production techniques.
-Bread Baking - With Bread Baking Discoveries your bakeries will be able to function better, thus increasing your output of bread per turn.
-Space Mirror - When having Space Mirror Discoveries the sun in your country will shine a lot longer a day because of the reflection of
the Space Mirror. The more sun your country gets the more money your beaches and solar panels will bring you.
-Computer Enhancement - With better computers your army will become stronger overall, with superior Computer Enhancement you will be
able to defeat quite some enemies.
-Patriot Defense System - Missiles are pretty good at demolishing countries, therefore people thought of a way to shoot down those incoming missiles, and they invented
the Patriot Defense System Discoveries. The more discoveries you have the higher your PDS coverage will be (the chance of downing a missile). Your PDS Coverage is the amount of protection you get from Missile Defense
Installations and PDS Discoveries. You need both to get the maximum defense.
-Pvt Market Discount - Having a cheap Ptv. Market helps a lot when you are building an army, you will get your armies cheaper and you will be able
to get a bigger army for the same amount of money, you will also be able to sell some army on the public market to gain some profit.
-Missile Accuracy - Without Missile Accuracy Discoveries your accuracy is 50%, with these discoveries you can increase the accuracy of your missiles, thus making it a
more deadly weapon.
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There are numerous ways to get into a team:
- Make your own team
- Apply for a team
- Get an invitation for a certain team
You can only apply for a team when this team still has available spots, if a team has a "Full" or an "Invite Only" next to their
name on the teamlist, then you won't be able to apply for this team. If you get an invitation from a team, this will show up in your
recent news, if you want to join them then apply for their team number, you will be automatically accepted then. Once you joined a team you won't be able
to leave it for the next 72 hours.
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If you just created a team then you are the President of that team, you will be able to close available spots or start inviting people to join your team. As soon as
you have more than 1 member in your team the race for the Presidency will begin. Everyone in a team has 1 vote, the player with the most votes will
become the President. If multiple players get the same amount of votes then the player with the highest spot in the team list will become the President. (if the founder
of the team has 2 votes and someone else has 2 votes as well then the founder will become the President because he is at the first spot in the team list).
Another very important thing for a President to do is check the President Only Boards every now and then, this message board is only available for Presidents so they can communicate with eachother in a more private environment. A few examples which could take place on the President Only Board are: peace talks, pacts, declarations of war etc. etc.
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To become a high ranked team you need communication between your members, this can be done via the team message boards, on this board
you can post messages which can only be read by fellow team members.
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If you want to see which team has the highest networth, most territories or highest score together then you can take a look at the teamscores. The team with the highest networth
at that time probably has the most military at that time, the one with the most territories has the highest potential income and the one with the highest score has been the most violent team till then.
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The News Archive is one of the most important things in the game, by checking the news every now and then you might
be able to find some decent targets.
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You can find other players using the Players menu from the statusbar, by filling in a number a letter or words you will
generate a certain amount of matches, if they are out of protection you are able to attack them to steal their territories.
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TEQ has 3 score categories, the most important one in the team-server is Networth, he who has the most networth at the end wins the game. The 2nd
most important in the team-server is Territories, to get a decent amount of networth you need Territories. The least important in the team-server is the Points Score, you will
get 75 points per taken turn, you can gain additional points by doing successful attacks on other countries. This category shows who the most agressive
player is/was that game. In fight-server there are certain quota that should be reached to win, these are
Networth and Points Score quota so these 2 are the most important, but to get a decent Networth you will always need
Territories too so this is a pretty important value in the fight-server as well.
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The DON'T! rules are reason for penalties or deletion.
Each server has different rules, make sure you do read them before you start playing. The rules are written down next to the
login area from each server.
If you feel that a player breaks one of these rules, let us know, this game should be played to have fun and to compete with
other internet users on a friendly level. Cheating, cursing etc. will be dealt with firmly. We will check every serious accusation, if you are able to prove to us that
someone is breaking any of these rules then we will check his/her account and take steps against him/her if necessary.
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The PLEASE DON'T! rules are based on common sense and fair play. Breaking these rules will not
result in penalties, but will decrease your popularity and charisma among other players.
- Don't harass newbies. They're unworthy opponents. Instead help them to understand TEQ, and then kill 'em (when they're less vulnerable).
- Don't kick someone if he's already laying on the ground... If someone dropped 100 ranks because someone attacked him, he'll understand that his strategy sucks.
Give him the time to get up again, don't kick him down another 100 ranks.
- It's only a GAME. Don't get insane if someone grabs your territories. It's all part of the game. Of course you're allowed to waste your opponent, but only
in this GAME. Don't nuke ICQ's or flood E-mails.
- If you find a bug, have suggestions, or if there's something you don't like... Please tell us. We want to please our players with a good and balanced game.
Have fun! That's what this game is for...
The authors.
Niels Schoot - Server Engine Engineer
Bastiaan Berendsen - Game Engine Engineer
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