1 .TH Server "Differences from Old Empire"
2 .NA Old-empire "Differences from 1.2 to UCB Empire"
6 \*(bFUCB Empire Version 0.9.24 - Update for Version 1.2 Players\*(pF
8 So you want to try the New Empire Huh?
10 Okay, I have written this document with YOU in mind!
11 Welcome to the University of California at Berkeley's Empire!
12 (From now on called UCB Empire).
13 There are a whole bunch of changes in the game
14 since we last played, so I need to bring you up to date.
16 Our OLD EMPIRE game was Version 1.2 -
17 written way back in the 70's by Peter Langston,
18 when he was going to College like we are!
19 But Empire has come along way since then -
20 and what many have considered the REAL EMPIRE was released in 1985 -
21 containing the final version of Peter Langston's Empire game.
22 It still is considered the \*QStandard\*U.
23 But in 1986 the \*Qcomputer brains\*U at Berkeley
24 decided to play around with the Source Code
25 and create their own \*Qenhanced\*U version of the game.
26 Hence \*QBerkeley Empire\*U was created....
29 \*(bFChanges from Version 1.2\*(pF
31 (Please keep in mind that these are only a FEW on the changes -
32 you're going to have to read the Manual and use the INFO command
33 to get a REAL good idea on what you should read up on -
34 DON'T depend on this list to tell you everything you need to know)
36 There is an \*Qannounce\*U command -
37 this command sends a Telegram to EVERYONE in the game -
38 and you can make an \*Qannouncement\*U to the World.
41 you simply dug up ORE and sent it to the Shell, Defense, etc.
42 factory to have it processed into something else
43 (make guns, shells, etc).
45 But in the NEW game - sectors are a lot more complex.
46 For one thing curtain sectors CAN'T even PRODUCE
47 until your country has reached a given TECH level.
48 These sectors are currently:
50 Shell Factories (need at least 20 TECH)
51 Gun Factories (need at least 20 TECH)
52 Petroleum Plants [ for Airplane Fuel ] (need at least 20 TECH)
53 Uranium Mines (need at least 40 TECH)
55 Other sectors can produce normally,
56 even though your TECH level is still 0.
57 Keep in mind that you CAN DESIGNATE the ABOVE sectors -
58 but they won't produce until you reach the desired TECH LEVEL.
60 Also, it takes more \*QMaterials\*U
61 to make 1 Unit of a finished product.
62 By this I mean that to make approximately \*Q1 SHELL\*U
63 at your shell factory, you'd have to have:
64 3 Dollars (in the treasury),
65 2 LCM, 1 HCM, and at least 20 TECH Level.
67 LCM is Light Construction Materials,
68 HCM is Heavy Construction Materials,
69 and I discussed the TECH Level problem (above).
70 To fully understand this concept -
71 please see \*Qinfo Products\*U and \*Qinfo Sector-types\*U.
73 FORTS - have been improved.
74 It used to be in OLD Empire that you had to use the DEFEND command
75 to say which sectors you wanted to DEFEND with the guns from your fort.
76 But in the NEW Empire -
77 your forts will fire on ANY enemy attacker
78 as long as the attacker is within the guns'
79 range when the \*Qattack\*U was made.
80 Hence - no more DEFEND command.
82 FOOD - In the OLD Empire you didn't have to worry about it -
83 the people fed themselves.
84 But in the NEW Empire -
85 there is a new sector designation called \*Qa\*U for agribusiness.
86 These are farms that make food and you have to transport that food
87 to other sectors that don't grow food or those sectors will starve.
88 **NOTE** that in the \*QFERTILITY\*U rating in the \*QCENSUS\*U report -
89 only those with HIGH Fertility ratings can successfully grow food.
90 If the FERTILITY rating is in the 10-30% - BE CAREFUL - they
91 may not be able to grow enough food to sustain even themselves!
92 Food is also a great Commodity to \*QSELL\*U (hint,hint!)
94 WEATHER - There ISN'T ANY!
95 (no more rainy days :-)
96 Although judging from the way Berkeley has been improving the game -
97 it won't be long till they do fix it.
98 Can you imagine what weather will be like if they update it
99 like the did the \*Qplanes\*U!
100 Thunderstorms, tornadoes, hurricanes, earthquakes, volcanos, etc.
101 BUT FOR NOW - THERE IS NO WEATHER - Atmosphere is stuck at
102 \*Q0\*U - clear days!
104 NEXT UPDATE (how will I know when it is supposed to Happen?) -
105 EMPIRE will always tell you when the NEXT UPDATE is scheduled
106 by using the VERSION command.
107 VERSION will also tell you how much food will grow per-update and
108 also things like - how much food you people eat per update - etc.
111 in the OLD Empire you could move u)p, l)eft, r)ight, d)own, etc -
112 but now you have to move in DIAGONALS -
113 you'll get used to it -
114 the world is set up like this so the game can handle
115 more SECTORS per world.
116 Basically means that the MAP display is more condensed -
117 and you'll be able to see more sectors on a MAP display
120 A few new SECTOR-DESIGNATIONS have been added:
122 BASICS INDUSTRIES MILITARY / SCIENTIFIC
123 . sea d defense plant t technical center
124 ^ mountain i shell industry f fortress
125 s sanctuary m mine r research lab
126 / wasteland g gold mine n nuclear plant
127 - wilderness h harbor l library/school
128 c capital w warehouse e enlistment center
129 p park u uranium mine ! headquarters
130 COMMUNICATIONS * airfield FINANCIAL
131 + highway a agribusiness b bank
132 ) radar installation o oil field
133 j light manufacturing
134 # bridge head k heavy manufacturing
135 = bridge span % refinery
138 Fully READ the \*Qinfo Sector-types\*U
140 I haven't got time to go through all of them -
141 but I will point out a few of them that might be unfamiliar to you.
143 PARKS - these are special because they convince your people that
144 they should ENLIST and go out and fight for you!
145 Lots of fun - gotta have one of these to keep the ENLISTMENT rate high.
147 URANIUM MINE - I forgot to add this above with the other Commodities -
148 with the Commodities \*QFERTILITY\*U, \*QOIL\*U, \*QGOLD\*U,
150 there is also \*QURANIUM\*U.
151 Uranium is the most UNCOMMON natural resource
152 and hence those that have a deposit of it
153 should be careful to guard it well.
154 When URANIUM is dug up it becomes \*Qradioactive Matter\*U -
155 you then deliver the Radioactive Matter to the Nuclear Plant
156 and have it converted into - you guessed it - NUKES!
157 Be aware, however, that you must have a HIGH Tech level
159 and it is going to take you a LONG TIME to get to this point.
161 REFINERY SECTORS: These are where the OIL you make
162 is turned into PETROL(-eum) for your various AIRPLANE needs.
163 Planes run on PETROL and the refinery sectors make PETROL out of OIL.
164 You then have to deliver the PETROL to your Airports for use...
166 LIBRARY/SCHOOL: Obviously your people aren't very smart :-)
167 As it is your going to need to educated them.
168 Education will increase CROP yields and also help with TECHNOLOGY.
169 see \*Qinfo education\*U.
172 \*(bFWorld Updates\*(pF
174 In the OLD EMPIRE - updates weren't handled in a FAIR way.
175 If you created a 0% FORT before you logged out of Empire -
176 it would REMAIN a 0% FORT until you logged back into Empire -
177 and if your on a LONG weekend that could have meant
178 that you would be WIPED OUT!!!!
181 updates are handled by an independent program
182 called the \*QTransaction Manager\*U.
183 This program runs independently of EMPIRE
184 and runs at 4 hours intervals,
185 updating the game constantly.
186 That means that you enemies will be updated just as often as you ARE -
187 and may make them think a little more carefully about attacking you.
188 The CURRENT update times are:
190 2am, 6am, 10am, 2pm, 6pm, 10pm (In the local time zone)
192 NO OTHER UPDATES ARE POSSIBLE - except at these times.
193 What is updated is all Mobility, Food Production,
194 Shell & Factory Production, Ship Plane and Sector Efficiency,
195 and EVERYTHING that \*Qupdate\*U used to do.
196 (hence there is NO Update Command).
197 Everyone is updated at the SAME TIME!
200 \*(bFOther Things That Might be of Interest\*(pF
203 (real trouble makers, but great for setting on your enemies -
204 they blow up things and convert followers!)
206 SHOOT - it is now possible to SHOOT your civilians
207 (captured enemy ones) or your own :-)
208 God knows why you would but...
209 sometimes the conquered people are REAL radical
210 and it DOES become necessary
212 SELL - you can sell your goods on the OPEN Market -
213 and set PRICE MULTIPLIERS so that your enemies
214 HAVE to buy at a BIG mark up -
215 but your friends can still buy your good cheap!
217 Okay - you've been waiting for it - so here it is!
218 The new line of Ships, Planes and Nukes for Empire:
222 $$$ lcm hcm tec def spd vis spy rng fir
223 350 20 10 40 30 50 10 4 1 1 patrol boat
224 200 25 15 0 10 20 15 2 0 0 fishing boat
225 550 25 25 20 60 30 20 3 1 1 minesweep
226 1100 25 35 20 80 35 20 4 3 2 destroyer
227 2200 40 30 70 30 25 2 3 2 2 submarine
228 4000 40 40 50 40 25 60 3 0 0 tanker
229 3000 40 50 40 100 30 30 5 6 3 heavy cruiser
230 600 60 40 0 50 25 35 3 0 0 cargo ship
231 2000 50 50 120 20 10 80 4 0 0 oil derrick
232 4400 70 65 60 80 30 35 8 2 2 aircraft carrier
233 4000 55 65 50 127 30 35 6 8 4 battleship
234 1500 60 30 120 15 40 15 5 0 0 fishing trawler
235 4000 90 60 320 30 40 1 3 0 8 nuclear sub
236 1200 40 40 70 30 30 30 2 0 0 landing ship
237 2500 40 40 220 20 70 17 5 0 0 hydrofoil
238 6000 80 30 280 20 30 20 10 0 0 radar center
242 food civ mil sh gun pln dst pet oil
243 30 0 10 10 2 0 0 0 0 patrol boat
244 100 30 5 0 0 0 0 0 0 fishing boat
245 25 0 25 60 2 0 0 0 0 minesweep
246 80 0 80 40 4 0 0 0 0 destroyer
247 25 0 25 25 4 0 0 0 0 submarine
248 200 30 5 0 0 0 0 990 990 tanker
249 100 0 120 60 6 0 0 0 0 heavy cruiser
250 900 50 50 300 50 0 900 0 0 cargo ship
251 300 80 80 0 0 0 0 0 200 oil derrick
252 180 0 350 350 4 8 0 500 0 aircraft carrier
253 300 0 200 100 8 0 0 0 0 battleship
254 120 25 5 0 0 0 100 25 0 fishing trawler
255 500 30 30 25 4 8 0 60 0 nuclear sub
256 300 0 400 0 0 0 0 0 0 landing ship
257 20 60 30 0 0 0 0 0 0 hydrofoil
258 60 0 20 0 0 0 0 0 0 radar center
261 The column headings have the following meanings:
264 money required to build it
266 light construction materials required to build it
268 heavy construction materials required to build it
270 technology required to build it
272 defensive armament of the ship
274 the distance/mu for moving (in relative units)
276 how visible the ship is, (relative units)
278 how far the ship can see,
279 (i.e. how good the communication equipment is),
280 again in relative units
282 twice the distance the guns can fire,
283 (assuming a high technology level)
285 the number of guns the ship can fire at once
287 the amount of food the ship can carry
289 the number of civilians the ship can carry
291 the number of military the ship can carry
293 the number of shells the ship can carry
295 the number of guns the ship can carry
297 the number of planes the ship can carry
299 the amount of gold dust the ship can carry
301 the amount of petrol the ship can carry
303 the amount of oil the ship can carry
305 the amount of lcms the ship can carry
307 the amount of hcms the ship can carry
310 Note that some ship differences are not listed in these tables.
312 Only fishing boats and fishing trawlers accumulate food by fishing.
314 Only oil derricks accumulate oil at sea.
316 Only destroyers will drop depth charges,
317 and only destroyers can see and fire at submarines.
319 Only submarines can fire torpedos.
321 Only destroyers and heavy cruisers can lay mines.
323 Only minesweeps can reclaim mines from the sea.
325 Only nuclear submarines can carry nuclear missiles.
327 Only aircraft carriers can launch and retrieve air strikes.
329 Only cargo ships can carry lcms (1400) and hcms (900).
331 .SA "coastwatch, fire, load, lookout, mine, navigate, tend, torpedo, fly, Server"