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You now know the following: 1. The game objectives 2. History of SEE 3. What each playing piece is Now, let's dive right in to the actual game play. As I mentioned in the beginning of section III, the actual play of the game follows a logical progression. You will be faced with the same choices, at the same moment, on each turn. While this may seem at first to be a bit too simplistic, bear in mind that it is this very quality that helps make SEE the smashing success that it is. The game is VERY efficient - it doesn't overwhelm you with too many confusing choices at one time. Besides, keeping it simple helps you to concentrate on the RESULTS of your actions, rather than what action to take. The descriptions that follow will be peppered with examples cut directly from an actual game. ENTERING THE GAME: You enter SEE as you would any other BBS doors game. If you are a new player, you will be asked for an alias (if aliases are turned "on" by the sysop). Otherwise, your name as registered on the BBS system will automatically be used. Note, also, that only 25 (or less depending on how your Sysop sets up his game) players are permitted to play the game at one time. If the game is already full, you will be instructed to try again at a later date. Flash Software presents * * * Space Empire Elite v11.33 * * * by Dick Pederson Support BBS: Flash BBS, St. Louis, MO 314-275-2040 - 300 to 9600 baud - Fnet Node #224 Copyright 1992 Dick Pederson Portions Copyright Carlis Darby, David Pence, Jon Radoff Jurgen van den Handel, and STeven P. Reed Press [SPACE] to continue.... INFORMATION MENU: You are now given the option to see how well your galaxy is doing. You may also read the docs (what you are reading now), read any update information as bugs are fixed, things are changed and new features are added. You can view recon data on the other galaxies before entering the game. If you decide not to play you may also Quit back to the BBS at this time. SEE Information Menu ==================== 1) Today's News 2) Yesterday's News 3) Player's Scores 4) Hall of Fame 5) SEE Docs 6) Update Info 7) View Recon Data Q) Quit to BBS ==================== Your choice ? [1-7 ? = Help Return Aborts] MESSAGES: This is where you find out what happened to you since the last time you played. You will also receive messages sent to you by other players, and by other players from other galaxies. You will also be given the opportunity to REPLY to any messages sent to you by a player either on your board or another galaxy. The following happened to you since your last game.... Message from ZAPHOD to ALL - Date 05/01/1991 - Time 10:48:58 > Sent 5,000 Heavy Cruisers to player C on galaxy 2. Follow me in and > grab some easy planets. Reply to Message ? [y/N] INDUSTRIAL PRODUCTION ALLOCATION: Now you get to set the percentage of each item that is allocated to your total production of your Industrial Planets. You can adjust the percentage that your Industrial Planets allocate to each item they produce. Choosing 20% for each item simply means that 20% of all your Industrial Planets are geared toward the production of each object. Keep in mind that the more valuable a piece of equipment is, the more it will take to produce it. Choosing YES to change the allocation will prompt you for what percentage you wish to allocate to each item and also show you how much of your 100% you have left to allocate. You can have your industrial planets produce only one item by allocating 100% production to that item if you so choose. Any combination is allowed as long as the total does not exceed 100%. Industrial Production Allocation ================================ Troop Cloning 10% Fighter Production 20% Carrier Production 20% Defense Station Production 30% Heavy Cruiser Production 20% ================================ Change Allocation ? [y/N] INDUSTRIAL PLANET PRODUCTION: This shows you how many of each item your Industrial planets produced based on your percentage of allocation. Items are produced at approximately 2/3 the average cost of what you would ordinarily have to pay for them at the Market. You do not have to pay maintenance on these items until the following turn as they are con- sidered "new" and do not require any upkeep until your next turn. As an additional bonus, the cost of maintaining an Industrial Planet is half the cost of maintaining an ORE or FOOD planet. =========================================================================== 197600 units of food grown. 12100000 credits worth of Ore has been mined. You collect 3267300 credits in taxes. Industrial Planet Production: Troops Cloned : 103 Fighters Produced : 112 Carriers Produced : 6 Defense Stations Produced : 53 Heavy Cruisers Produced : 21 Press=========================================================================== DECISIONS, DECISIONS... Next stop is your Empire Status screen. Here's a sample: Begin-turn statistics Empire status =========================================================================== INSPECTOR GADGET'S Empire Score: 2600 Turns: 5 Credits: 936137 Pop: 149 Million Food: 32932 Megatons Agents: 0 Insurgency:PEACEFUL Comm.Ship: %0 completed Military: [Troops=125] [Fighters=129] [Def.Stations=92] [Generals=2] [Carriers=4] [Heavy Cruisers=34] [Effectiveness=96%] Planets: [Food=3] [Ore=45] [Industrial=10] You have 8 turn(s) of protection left. =========================================================================== Your Armed Forces require 10700 credits. How much will you give? [10700] Most everything is self-explanatory, so I won't go into great detail about the Status screen. There are, however, three items in the screen you haven't been introduced to yet: 1) INSURGENCY LEVEL. Insurgency is internal turmoil in your Empire. There are several levels of insurgency, ranging from PEACEFUL to UNDER COUP. If you have an insurgency level higher than peaceful, you will have the opportunity to lower it down a notch (by paying a fee) in the question-and-answer session that immediately follows the Status Screen. Insurgences are raised by either some other player (or players!) from another galaxy performing Terrorist Operations on you, or by your own carelessness in feeding and paying your Empire. 2) EFFECTIVENESS. The Effectiveness rating is a percentage rating of your soldier's, fighter's or defense station's, and heavy cruiser's ability to function in battle. Effectiveness is lowered by either another player performing a Terrorist Operation called "Demoralize Troops" (prostitutes and liquor are sent in to corrupt your forces), or by you fighting too many losing battles. You can raise your military effective- ness by paying a fee in the question-and-answer session that immediately follows the Status Screen. Your effectiveness rating is a major deter- mining factor in how strong your forces are in combat. 3) PROTECTION. When a new players begins, they are afforded 20 turns of protection. This is to help keep the larger, more vicious Empires from hungrily swallowing up the smaller Empires before they have a real chance to build up a reasonable level of protection. This feature means that, for 20 turns, you can not be attacked or molested with Covert Operations by ANY player. Protection is also MANDATORY if the sum of your total planets is 200 or less. An empire under 200 planets is not considered to be developed enough to attack other empires. Once 200 planets has been reached you may void any remaining protection by attacking other players if you so choose. Otherwise your protection will expire at 20 turns no matter how many planets you have. You will then be treated as a player who has exceeded 200 planets. During the first 5 turns of protection, your income is based solely on your own possessions. Once you have played 5 turns, you will receive taxes based on the size of the other players in your galaxy. You are all allies, after all, so why not share the wealth. These taxes are received at a rate of 120 credits for every million in population for every member of your galaxy. This can add up to quite a bit once your galaxy gets to be of sufficient size. These taxes are paid to you on each turn as well. Once your empire reaches 200 planets, it is large enough to be recognized by the Galactic Trade Commission, and your trading lanes will be opened allowing you to trade with others. 4) COMMAND SHIP PERCENTAGE. A tough command ship is important to any fleet. A 100% Command Ship rating will increase the strength of your Forces's by 20%. QUESTIONS, QUESTIONS, QUESTIONS!! At the very bottom of the Status Screen is your first question. This is the first in a series of questions you have to answer regarding payment of funds and the purchase/allocation of food supplies. The number in brackets at each prompt indicates the exact required amount - pressing a bare will allocate this amount for you. In the first block of questions, you will have to pay your Armed Forces, pay to raise your Military's effectiveness level (if you so desire), pay off Insurgency levels higher than PEACEFUL, pay your Crime Prevention Agencies, and pay to support your planets (there is a fee for EACH planet you own). Note that if you do not pay your Planets/Forces enough credits, you will be given a message and an opportunity to reenter your amounts. Failure to pay your forces will result in the loss of 50% of your forces. Fail- ure to pay your planets will result in a CIVIL WAR! THE FOOD COMMON MARKET You will now enter the Food Common Market: Welcome to the Food Common Market... Current quantity available is 1730000. Food is in LOW demand. You currently have 32932 megatons of food. Would you like to [b]uy, [s]ell, or [C]ontinue? The Common Market works very simply: you can buy or sell food, or just bypass it if you desire. Note, however, that the Food Market comes JUST BEFORE you have to feed your military and your population. MAKE SURE you either have enough food on hand, or that you purchase enough to feed everyone. Prices in the Common Market will fluctuate with supply and demand, and at times food may even run out entirely. In that case, you will have to rely on your own food stores to feed your Empire. BUY, BUY, BUY... Next stop is the Market: Government spending... Current market prices : # Item Price Owned --------------------------------------- <1> Soldier Troops 1207 25 <2> Fighters 1571 0 <3> Def. Stations 1942 62 <4> Generals 13512 2 <5> Command Ship 60366 0% <6> Colonize Planet 44684 99 <7> Covert Agents 5165 1 <8> Heavy Cruisers 6600 0 <9> Carriers 14929 1 <0> Done --------------------------------------- Your credits amount to 928398, 3 turn(s) left. Which would you like to buy [1-9], [s]ell, or [C]ontinue ? This is entirely self-explanatory and very simple to use. Note that the column on the far right indicates how many of each item you already own. Make your selections and spend your credits as you like. Prices WILL go up/down in accordance with the size of your Empire. What you purchase, when, and in what amounts, will greatly determine the fate of your Empire and how well you perform in battle. I can't give you any advice here - it all depends on the factors that surround you such as the relative strength of your opponents, etc. A word about Purchasing PLANETS: There are 1000 planets available for purchase at the beginning of the game. Planets are generated daily based on the number of players you have in the game. The more players you have, the fewer planets are generated. This is to help smaller Galaxies who are involved in Intergalactic play (discussed later). There will probably not be enough planets generated for everyone, and your only option may be to find someone to attack and steal planets from (successful attacks yield planets). To keep things fair, however, Empires with less than 200 Planets will ALWAYS find some Planets to buy until they have exhausted their protection. Once 200 Planets has been reached or protection is voided, you will only be allowed to purchase a limited number of planets per turn (provided there are some available). Above that, things get hazy. Good luck! A word about Selling Items: If you choose to sell items, you will be given another prompt asking you which item you wish to sell. You may only sell Troops, Fighters, Defense Stations, Generals, Heavy Cruisers, and Carriers. Items sold back to the market are sold at 1/2 the current Market value. TO BATTLE...!! You will not be given the attack menu until your empire has exceeded 200 planets or your protection has expired. Until then your empire is not considered developed enough for combat. The Battle Phase comes next. Here's what you might see: Battle phase! Which Player? [A-Y, '?' for list, Return aborts] LIST PLAYERS List of Players/Scores. ----------------------- Name No. P Score ========================================================== A THE SATHARIAN EMPIRE 993 0 B PROF PRLWYTZKOFSKY 47 13786 C 007 829 100593 D YAZZ 54 18848 E THE SUNDOG EMPIRE 21 18455 F DR. MAC LYNCH 2 800 G ORAC 618 22642 H RED CLOUD 247 36245 I ELITE 2 800 J GIANT 389 57431 K THE HOUSE BOMBER 410 67396 M PRICK GHASTLEY 421 41394 N ZAPHOD 1 200 O THE SURGEON 2 200 P Y.A.N.E. 96 41644 Q NEW EMPIRE 4 800 R DPJ 14 2888 S INSPECTOR GADGET 119 3300 T NOVA 4 800 ========================================================== Which Player? [A-Y, '?' for list, Return aborts] THE SUNDOG EMPIRE Since you still have protection, attacking someone else will void it Attack THE SUNDOG EMPIRE? [y/N] No Which Player? [A-Y, '?' for list, Return aborts] Note that successful battles yield planets. Unsuccessful battles lower your military's efficiency rating a bit. Obliterating another Empire leaves you with the spoils - their machinery and their credits. This is not recommended in Intergalactic play but is an option that is necessary. It should be used to deal with a player who does not wish to cooperate with the other players. The planet yield from these attacks is small at best. It should be used as more of a police action than an effort to destroy an empire. TRADING... You are not given this option until your empire has exceeded 200 planets or your protection has expired. Your empire is not consider a Trade interest to the larger empires. After your battle (if you chose to pick a fight), you will be given the opportunity to trade with your allies. Remember that in order to trade you must have enough carriers to handle the load. THE INTER-BBS FEATURES OF SEE You will now be given the opportunity to perform the following operations against OTHER BBS's that are "Spacenetting" with the BBS you are playing on: Do you wish to perform Inter-Galactic Operations ? [y/N] Yes Inter-Galactic Operations Price ================================= 1) Send Recon Group Var. 2) Send Terrorist Group 500000 3) Form SDG Party Var. 4) Join SDG Party Var. 5) Individual SDG Strike Var. 6) S.O.E. Missions Var. 7) Send Message 50000 8) Death Star Operations Var. 0) Do Nothing ================================= Your choice ? [1-7, ? = Help] You may only perform options 1 and 7 while you are still under pro- tection. In addition, not paying your Forces will also forfeit your Intergalactic options for that turn. 1) Send Reconnaissance Group. You can send a RECON to either spy on an entire BBS or a particular player. Just sending a RECON group to spy on an entire BBS (to see "who's who" in a Galaxy), costs NOTHING and always works. If you send a RECON group to spy on a particular player in a Galaxy, the results are a normal SPY covert operation. The chances of getting caught are the same as with normal Covert Ops. Also, spying on a certain player will cost...100,000 credits! A RECON group is sent out automatically each night to each Galaxy in the League in which you reside, providing your Intergalactic Link to that Galaxy is not cut. 2) Send Terrorist Group. Terrorist Operations are some of the most exciting and interesting features of SEE. They can be very effective, done in the right combination, to soften up an enemy for an attack, or keep an enemy from rebuilding. Terrorist Operations --------------------------- 1) Blow up Food Stores 2) Bomb Enemy Barracks 3) Bomb Intelligence Agency 4) Bomb Civilian Targets 5) Support Dissension 6) Demoralize Troops 7) Bomb Fighter Bays 8) Chemical Warfare 9) Undermine Economy 0) Do Nothing --------------------------- Your choice ? 1) Blow up Food Stores If successfully, destroys some or all of your target's food supply. 2) Bomb Enemy Barracks If successful, this kills off a portion of your target empire's Generals. 3) Bomb Intelligence Agency. If successful, this destroys a portion of your target empire's Agents. This will cause your Agents to be less effective and also weaken your resistance to further Terrorist Actions. 4) Bomb Civilian Targets If successful, this option will cause rioting and general unrest, thereby causing your opponent's Insurgencies to rise. This action, if used repeatedly could raise their Insurgency's to the point of the maximum Insurgency (Under Coup). 5) Support Dissension If successful, causes 15 - 25% of your opponent's soldiers to go AWOL. 6) Demoralize Troops If successful, you send liquor and tawdry women into your opponent's military camps and reduce his Army's Effectiveness rating by a substantial amount. 7) Bomb Fighter Bays This sabotage technique, if successful, will destroy a portion of your target's fighters as they sit in their bays. 8) Chemical Warfare This option releases deadly and toxic gas on a portion of your target's population thus causing deaths. The result is a reduced population which also result in fewer tax credits. 9) Undermine Economy This option causes a portion of your opponent's economy to be flooded with counterfeit currency. The result is a loss in the value of their credits, thereby effectively reducing the number of credits your opponent has. 3) Form Search-Destroy-Grab Party. Just like it says, form an attack party. You do NOT need to have done a RECON at the Galaxy you wish to attack. (Unless against (O)ne) You can also set the number of days the party will wait before departing. This gives other players on the BBS time to join the party! . This operation may be against an ENTIRE BBS or ONE player on another BBS. If the SDG party makes it through, the "victim" or "victim" galaxy automatically rounds up 50 percent of each player(s) Troops, Defense Stations, and Heavy cruisers as a donation to repel the attack. (Note that those who may be under New Empire Protection will never know their Galaxy was attacked). If the SDG party completes their mission successfully, they will grab 10 percent of each player(s) planets in the "victim" galaxy/ empire. But wait, there's MORE to this little escapade! When you join and/or form an SDG party, you will own a certain "share" of the enterprise. When the party returns, you will receive your share of the returning forces. Therefore, you could send 1000 Troops, 1 Fighter, 1 Heavy Cruiser, and earn in return a 25 % return on your investment! If you have a 25% share of the party, you will get back a 25% share of forces that were sent as well. If you only sent 1,000 Troops, but there were Fighters and Heavy Cruisers in on the attack, you will receive a 25% portion of those that come back as well. 4) Join Search-Destroy-Grab Party. This allows you to join an existing Group SDG party, started with option 3. 5) Individual SDG strike. Attack 1 player in another Galaxy, if you win you'll receive 20% of the victim's planets.... You also receive points based on the number of planets you take from the other galaxies. You also lose points if your attack is un- successful so make your attacks count! 6) S.O.E. Missions *** Special Operations Executive *** No Mission Cost ========================================= 1) Send Scouts 1 MCr 2) Bomb Food Common Market 1 MCr 3) Sabotage InterGalactic Link 5 MCr 4) Bribe The Satharian Empire 5 MCr ========================================= Your Choice ? 1) Send Scouts. This option, if successful will put a scout in the target BBS. The Scout will report on attacks that are formed, or any Death Stars that are under construction against your BBS for three days. The scout may not always be able to report back complete information. 2) Bomb Food Common Market. This option, if successful will blow up part or all of the target BBS's Food Stores. 3) Sabotage InterGalactic Link This option, if successful will cut the "Link" between your galaxy and the target galaxy. NO Intergalactic operations may be sent from either BBS until the Link is restored. Once the link is restored, both galaxies must wait 2 days before attempting to Sabotage the link again. This is best used as a defensive man- euver, because cutting the link will not only keep them from attacking you, you will not be able to attack them either. Because of inherent delays in networking traffic, some attacks from a BBS that has successfully cut your link may still hit you until the mission returns and cuts the link on their end as well. At that time it will cut their link for the same number of days as it did yours. If it takes two days for them to get their link cut info back, your link will come up 2 days prior to their's. 4) Bribe The Satharian Empire. This option, if successful will increase the amount of havoc the Satharian Empire plays on the target BBS. 7) Send a Message Seems pretty clear by me. 8) Death Star Operations Death Star Operations ========================= 1. Construct Death Star 2. Form Death Star Strike 3. Join Death Star Strike 0. Do Nothing. ========================= 1. Construct Death Star Choosing this option allows you to begin funding a Death Star. The Death Star will not actually begin construction until it has been paid for in full. When you choose the option, you will be prompted for which Galaxy you wish to construct it for. Choose carefully because only one can be Funded/Constructed at a time. This is definitely something you want to discuss with the other players. When you choose, you are prompted for the number of MegaCredits you wish to contribute. You have to pay in MegaCredits. Face it, if you can't afford 1 MegaCredit don't bother. The cost of the Death Star is based on the overall strength rating of your Galaxy. The overall strength of a Galaxy is based on two factors: the number of players, and the number of planets. A Galaxy with a few players and a large amount of planets, would have to pay as much as a larger galaxy with fewer planets. The cost of construction may appear a bit much on the surface. Take into consideration that it SHOULD be contributed to by all, you have to pay for any SDG's you send and the fact that you will not lose any forces that you will have to pay to replace, as you would in an SDG. At this point SEE will keep track of how much has be contributed to the Construction. If another player chooses the option, they will be told that there is one being funded and will be asked to contribute to the remaining balance. Once the Death Star is fully funded, construction begins immediately. The construction period is 7 days. Once construction begins, you MAY NOT begin construction of another Death Star until that one has left for its destination. The Death Star will become stronger and stronger each day. If it leaves without any counter attack being sent against it by the destination board, it will leave at 100% strength. The overall strength (not percentage strength) it will eventually reach is based on the size of the BBS you are attacking. It is less powerful for smaller boards, otherwise they would never survive. Progress of the construction process is reported in the daily news telling you the current percentage of strength and number of days until the Death Star is complete. It WILL NOT report on the destination in the daily news in case you have "spies" from unfriendlies that have a tendency to roam your BBS. 2. Form Death Star Strike This option is much like the form SDG Party option but it is directed at a Death Star. The only way to detect if a Death Star is being constructed is by means of Scouts. A Scout will only report IF the Death Star is actually being constructed, NOT if it is simply under funding. Scouts may or may not report back the days until departure, or the present strength of the Death Star. Once you know that the Death Star is under construction, you can form a Death Star Strike. This is an attack force consisting ONLY of fighters and of course the carriers to transport them. Because of the design of the Death Star's shields, the fighters are the only craft that are able to penetrate their shields. You can form multiple strikes, but keep in mind that the more you send, the better your odds of destroying the Death Star before it leaves. Since the Death Star has a strength rating everyday (it builds up), if it can be beaten down to a 0% strength rating by a strike, the Death Star will be destroyed on its own doorstep. Keep in mind though that any size force will have some effect. If you can't destroy it, at least weaken it so that it is not as powerful when it arrives. Forces will return and report the amount of damage they have inflicted. 3. Join Death Star Strike. This function is like the Join SDG as you simply add fighters to an existing Death Star Strike. 0. Do Nothing Self-explanatory. What the Death Star Does If the Death Star leaves your Galaxy without being totally defeated, news of its departure will be in the daily news, stating its Strength and Target. When the Death Star arrives at its destination, it will immediately DESTROY 10% of each players planets. Now the GOOD news. To get rid of the Death Star, the players MUST attack it and destroy it and it MUST be attacked with fighters. They will be prompted each turn after the Trading option, whether or not they wish to attack the Death Star. If they do not work together to destroy it on the first day, the Death Star will repair itself 5% during maintenance and then destroy 5% more of everyone's planets. This will happen on a daily basis until the Death Star is finally destroyed. The Death Star will send you a message on a daily basis as to how much damage it is doing. And when it has finally been destroyed. Keep in mind that the Death Star is a TEAM weapon, so in order to defeat it quickly, you must use teamwork and be organized. A Death Star is by no means impossible to destroy on the first day. It will be virtually impossible to do so, however, unless teamwork is used. One 100,000 Fighters attack will do considerably more damage than ten 10,000 Fighter attacks. After completing Intergalactic Operations you will be asked if you wish to continue. If not, or if you are out of turns, you will proceed to the MESSAGES. MESSAGES! Last, but not least, is the fantastic Space Empire Commlink message system. After your last turn of the day (or if you opt to end your turns and return later), you are invited to send message traffic to other players in the game. The message system emulates a FoReM message editor, and has all the features including word-wrap. You can send messages to individual players, All players, or selected groups of players. You can also send messages to 'All except'. Using this method, you can send a message to everyone except your enemy or enemies...useful for coordinating large-scale secret attacks! The recipients will receive your message at their next logon. SAMPLE MESSAGE SESSION: Use the Space Empire Commlink? [y/N] Yes You can send 5 messages. Which Player? [A-Y, Z = to ALL, '?' for list, Return aborts] THE SUNDOG EMPIRE Enter THE SUNDOG EMPIRE a message. press /H for help 1) Howdy ..... 2) 3) /s Message saved :1 line(s). Send Anonymously ? [y/N] Yes Another? [y/N] Yes You can send 4 messages. Which Player? [A-Y, Z = to ALL, '?' for list, Return aborts] to ALL Send a message to ALL, except : Which Player? [A-Y, '?' for list, Return aborts] LIST PLAYERS List of Players/Scores. ----------------------- Name No. P Score ========================================================== A THE SATHARIAN EMPIRE 993 0 B PROF PRLWYTZKOFSKY 47 13786 C 007 829 100593 D YAZZ 54 18848 E THE SUNDOG EMPIRE 21 18455 F DR. MAC LYNCH 2 800 G ORAC 618 22642 H RED CLOUD 247 36245 I ELITE 2 800 J GIANT 389 57431 K THE HOUSE BOMBER 410 67396 M PRICK GHASTLEY 421 41394 N ZAPHOD 1 200 O THE SURGEON 2 200 P Y.A.N.E. 96 41644 Q NEW EMPIRE 4 800 R DPJ 14 2888 S INSPECTOR GADGET 119 3300 T NOVA 4 800 ========================================================== Which Player? [A-Y, '?' for list, Return aborts] 007 Which Player? [A-Y, '?' for list, Return aborts] ORAC Which Player? [A-Y, '?' for list, Return aborts] NOBODY Enter a message to ALL. press /H for help 1) Hello this message is just 2) a test to see if it is working 3) 4) Greetinx, Jurgen 5) 6) 7) /s Message saved :6 line(s). Send Anonymously? [y/N] No Another? [y/N] No MISCELLANEOUS NOTES: * Even though you may have used up all your turns for the day, you can still log in with SEE to check for messages and send messages. You will also see your Status Screen. * When you're under New Empire protection, buy up all the Planets you can, and concentrate on ORE planets for the cash you'll need. When you get down to the last few turns under protection, back off on Planets purchasing and start building up your military.
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