MAURICE STUDIOS

FIELD MANUAL / PUBLIC EDITION

How to run a country.
Results may vary.

A practical guide to Mutually Assured Mayhem. For the current Windows development build.

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FIELD NOTES / 01

Your first turn

  1. Start a new match. Pick Easy, Medium or Hard, then choose four opponents. You command the centre island.
  2. At the command desk, choose one action. Build Arsenal is a useful first step. Grow Economy, Propaganda and Charm offer other ways to influence the match.
  3. Read the order prompt. If your action requires a city or a payload, make that selection before committing.
  4. Select Commit Turn. Watch the actions unfold on the separate playback map.
  5. Read the caption, then click the scene or Next to move to the next action. Existing animations can continue as the next one begins.
  6. Return to the command desk and plan your next order. Review History whenever you need the official record.

The red button is an interface element, not a character reference.

FIELD NOTES / 02

Know your desk

The command center keeps four civic actions across the top: Build Arsenal, Propaganda, Grow Economy and Charm.

Missiles / upper left
Delivery vehicles in storage. Select an available missile to prepare it.
Warheads / lower left
Your payload inventory, in megatons. A delivery vehicle and a warhead are separate pieces of equipment.
Bombers / upper right
Aircraft stock and available types. Prepared bombers patrol near their homeland.
Defence / lower right
LNDS protects against missiles. Mega Cannon can engage missiles and bombers. Read the order prompt when preparing your defence.

The map shows city population in millions, ready missiles and patrolling bombers. Opponent panels show their population, relationship description and visible readiness. The order area tells you what you still need to select.

FIELD NOTES / 03

Civilian orders. Allegedly.

Build Arsenal

Request production. The results vary; playback lists what was built. Check the inventories afterwards rather than assuming the procurement department understood you.

Propaganda

Select Propaganda, then select the city you want to campaign against. No city is chosen for you. Results can transfer population, and a campaign can backfire. Watch the population move during playback.

Grow Economy

Select Grow Economy, then select the city you want to invest in. Check the order prompt and commit your choice.

Charm

Select Charm and follow its target prompt. Relationships matter: the leaders’ approval and dissatisfaction give clues about their attitudes, but are not a promise about their next move.

FIELD NOTES / 04

Ready. Aim. Check the paperwork.

  1. Prepare a missile or bomber from its equipment panel. Preparation is an order for the turn; the vehicle becomes ready during playback.
  2. On a later turn, select an available warhead that fits a ready vehicle’s capacity.
  3. If both delivery types are available, choose the missile or bomber you want to carry it.
  4. Select the target city on the map. Check its selection highlight and the order details.
  5. Commit the turn and watch playback resolve the attack.

A readied weapon does not force you to attack. You can choose a civic action and leave it ready. A bomber delivers its payload and returns towards its holding area; whether it can remain available depends on its remaining capacity.

Standing down is a side action. After requesting a stand-down, choose an actual turn action before committing. The withdrawal and the new order can then appear together in playback.

FIELD NOTES / 05

Read the report. Watch the world.

Playback shows one action’s caption at a time. Use Next or click the scene to advance when you are ready. Advancing starts the next event without immediately erasing the previous animation, so missile flights, raids and explosions can overlap.

Pause holds playback. Skip Turn moves past the remaining presentation. Replay Turn lets you revisit the most recent turn. History records events and leaders’ statements.

City population and artwork update when the impact is shown. The world’s overall devastation artwork changes on return to the command center, keeping the playback background consistent.

At the end of a match, review the outcome and match summary. Review charts let you inspect how population and other recorded measures changed over time.

FIELD NOTES / 06

Save your mistakes for later

Use Save in the command center or the game menu to save a match. Use Load to reopen one. Keep the saved file if you want to return to a particular decision later.

Easy, Medium and Hard are selected when creating a match. Difficulty changes starting defence and AI decision-making while keeping the same basic turn structure. A loaded game retains its saved difficulty.

Help and the game menu include display, sound and motion options. If you prefer a calmer presentation, check the reduced-motion option.