Import of Empire 4.2.12
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info/Introduction/Basics.t
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info/Introduction/Basics.t
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.TH Introduction Basics
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.NA Basics "The basic rules for playing Empire"
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.LV Basic
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.s1
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First, there are no real rules to playing empire. What you do
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is what you do. There are some general guidelines here, and some
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deities may be more forgiving than others.
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.s1
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One player, one country.
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You man NEVER use any country other than your own.
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It is ok for two people to play one country
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but it is NEVER ok for one person to play two countries.
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If you are caught doing this, your countries will be removed
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from the game.
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In addition, your registrations for future games may be
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declined.
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DON'T DO IT.
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.s1
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Ok, but what do I do when I'm away?
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.s1
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.in +.5i
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1) you may turn over your country to someone who has never
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played anyone else's country in that game.
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You MUST tell the deity if you do this
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as he/she/it will be watching who is playing what.
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.br
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2) you may turn your country over to the deity.
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.in -.5i
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.s1
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Bugs: if you find a bug,
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you are REQUIRED to report it to the deity.
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I will not let other people know about the bug
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and in most cases, you may exploit it until it is fixed.
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Punishment for use without telling: at least $50,000 or
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getting your country removed from the game.
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.s1
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Denial-of-service attacks are forbidden. Any form of attack that
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prevents a player from connecting to the server is against the rules.
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This includes letter bombing.
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.s1
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.SA "Introduction"
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56
info/Introduction/Clients.t
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info/Introduction/Clients.t
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.TH Introduction "Empire4 Compatable Clients"
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.NA Clients "Clients which communicate well with the Empire4 Server"
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.LV Basic
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.NF
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What follows is a list of clients which support the new Empire4
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protocol. All of these clients may be found on the Wolfpack Empire
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Archives located at:
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http://www.wolfpackempire.com
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or
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ftp://ftp.wolfpackempire.com/pub/empire/
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empclient-2.8 - full support
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If you are using one of these clients, then you should type
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"toggle inform" once you have broken sanctuary. These clients
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are fully asynchronous, which means that they are able to respond
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immediately when an unexpected message arrives from the server. So,
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for example, if someone sends you a "flash" message, then the message
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will be printed on your screen immediately. Similarly, with "inform"
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toggled on, you will be informed the moment a telegram arrives. Note,
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the server remembers your toggle flags when you log out, so you do not
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have to type "toggle inform" again the next time you connect.
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other clients - no support
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Most other clients should work fine with the Empire4 server, however
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they may get confused if a flash message comes in. Users of other
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clients should keep the "inform" flag toggled off, and ask a friend to
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send them a "flash" message to see how the client handles it (note,
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you must declare friendly relations towards them in order to receive
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the flash message). If the flash message confuses your client, then I
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recommend you type "toggle flash" to turn flash mode off.
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.FI
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.s1
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In addition, there are a list of commands which have been added to the
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server to help the development of clients. They are:
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.NF
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dump - Dump sector information
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ldump - Dump land unit information
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sdump - Dump ship information
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pdump - Dump plane inforamation
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ndump - Dump nuclear stockpile information
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lost - Report lost items
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.FI
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.s1
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See the various info pages on these for complete documentation on how they
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work and how you can use them to help improve your clients.
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.s1
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In addition, there is a "timestamp" field on each object (sectors, ships,
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land units, planes, nuclear stockpiles, lost items) that you can use to
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compare against to keep data between clients and the database in sync with
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each other. These timestamps are kept in systems seconds, so they should
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be accurate down to 1 second. Every time an object is changed, it's
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timestamp is updated.
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.SA "toggle, dump, ldump, sdump, pdump, ndump, lost, Empire4, Communication, Introduction"
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info/Introduction/Expert.t
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info/Introduction/Expert.t
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.TH Introduction "Expert Advice"
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.NA Expert "Advice to expert Empire players"
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.LV Expert
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.ce 3
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\*(iFDefense Against Nuclear Attacks
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Through the Denial of Information\*(pF
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by Tom Tedrick
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.s1
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A very good defense against nukes is to make
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it as difficult as possible for other players to find out
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where your country is, and thus to make maps of it.
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.s1
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Here are some simple steps that you can follow:
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.in +\w'MM)\0\0'u
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.s1
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.L 1)
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Shoot down all planes that fly over your airspace.
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It helps to have numerous airfields,
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say one airfield for every 25 sectors or so.
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Every airfield should be within interception distance
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of several other airfields,
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so that it is more difficult for an enemy to destroy or capture it.
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If an airfield is detected and nuked,
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you still have backup airfields.
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Every important sector should be within interception distance
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of several airfields.
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.s1
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.L 2)
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Seal off all entrances to your inland seas by building
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bridges and laying mines
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(so no enemy ships can penetrate the area for mapping purposes).
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.s1
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.L 3)
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Sink all surface vessels and submarines near your coastline.
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Have large fleets of destroyers posted around exposed coastal areas
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covering all sea sectors where enemy subs
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might try to sneak in for mapping purposes.
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Usually two fleets of 30 destroyers each are enough.
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Navigate the whole fleet one sector, stop and look for subs,
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navigate one more sector, stop and look for subs, and so on,
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until the fleet has made a circle and is back in its starting position.
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Sink any subs you find, of course.
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.s1
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There is a maximum number of around 30 ships that can be in a
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fleet if you want to maneuver the whole fleet by fleet name
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(see \*Qinfo fleetadd\*U).
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.s1
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.L 4)
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Establish alliances under the condition that secrecy is maintained
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with respect to map information.
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Thus other allied countries can serve as
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a buffer zone against enemy countries.
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Many players are willing to be good allies.
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.s1
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.L 5)
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Destroy or capture nearby radar stations.
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.s1
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.L 6)
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Destroy or capture enemy air bases
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within range of your country.
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Until enemy technology gets high enough
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to launch against any target world-wide,
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they will often try to get someone to let them have an airbase
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hidden near your country and launch nuclear strikes from there.
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I've always been able to find these if I worked at it.
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.s1
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.L 7)
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Use psychological warfare.
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Nukers get tired of nuking you if it seems to have no effect.
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For example, have numerous false capitals, so that when,
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after great efforts, they manage to find
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what they think is your capital, and nuke it, only to
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discover that it was a fake, they will get discouraged.
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These fake capitals are also very useful as backups in case your
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real capital is discovered and destroyed.
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.s1
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When an enemy gets close to doing real harm,
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a counterattack can often divert attention away from the current attack.
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Psychologically, attackers seem to underestimate the harm
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they are doing to you if you don't give out any information about how
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you are being affected,
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and they seem to overestimate the danger to themselves
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from your counterattack.
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.in
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.s1
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.ce 3
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\*(iFShip Networks and the Art of
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Transferring Supplies\*(pF
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by Tom Tedrick
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.s1
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Build large quantities of ships.
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When they're 100% efficient,
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load them with military and food (and civilians) if possible.
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Load guns and shells if you have them,
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but since they tend to be scarce, only a few ships will have them.
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Navigate them one by one as far as they will go.
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Leave only one ship in each sector
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(this makes it difficult for an enemy to sink very many of them,
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due to mobility restrictions
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and the problem of locating and identifying them one by one).
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On your maps, mark the ship number in the appropriate sector.
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Each sea sector thus has at most one ship number.
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.s1
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Unless there is something in particular you want to do with
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a particular ship, leave it sitting in its sector indefinitely.
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.s1
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As you build more and more ships,
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move them out one by one.
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If you leave ship \*(iFX\*(pF
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in a sector that already contains ship \*(iFY\*(pF,
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ship \*(iFY\*(pF should have full mobility by then.
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Navigate ship \*(iFY\*(pF as far as it will go,
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then leave it sitting until a new ship comes along.
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.s1
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Every ship in the network is now likely to be within range of
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some other ships in the network.
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If a ship requires any supplies,
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you can load them on a ship in a harbor,
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navigate it out, transfer the cargo via tend,
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navigate the tended ship,
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transfer its cargo, and so on,
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until you reach the any ship in the network.
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If you need military for assaulting or boarding,
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guns and shells for firing, torpedoing or laying mines,
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or if you simply want to move stuff into a distant harbor,
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you can do it using several tend and navigate operations.
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.s1
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This has been particularly useful for sinking subs.
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I don't have enough guns and shells
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to keep all of my 100 or more destroyers fully armed,
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but when one of the unarmed destroyers spots a sub,
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I can arrange to transfer guns and shells to it from a loaded
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ship (or from a harbor).
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.s1
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It's a very simple system from the player's standpoint,
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because all the player has to do is build the ship,
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navigate it, mark its number on the map,
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and forget about it until a use for it arises.
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As more ships are built,
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the network automatically expands without requiring any planning.
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You don't have to keep anything in memory,
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except the ship number on your map.
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If any enemy surface ship gets trapped in the network,
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it's quite likely you can capture it,
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even if all you have is cargo ships
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(battleships, landing craft, and carriers could take some work though).
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If an enemy sub is spotted by your destroyers,
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you can almost always sink it.
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If a convenient target for an assault appears,
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you can get the necessary military there.
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.s1
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.ce 3
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\*(iFSome Tricks to Use When Fighting\*(pF
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by Various People
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(Mostly by Tom)
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.s1
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The trick for boarding destroyers:
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you need a bunch of cargo ships,
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both to make several boarding attempts and to tend military.
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When you try to board a ship, both the attacker and defender
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lose the same amount of mobility.
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First you have to get the destroyer's mobility to be negative.
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Then you just keep trying to board it from one ship after
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another until you win.
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That's where my ship network method comes in handy.
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I usually have swarms of ships I can surround enemy ships with.
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.s1
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If I have planes, my normal method is to take a sector I can see,
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put enough military to hold it,
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designate it \*Qe\*U if it has lots of food,
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or maybe something else if there is a reason.
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Then get information about the adjacent sectors
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and take the most promising one.
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Without planes it's more of a struggle.
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Anyway, I kind of zig-zag into the country taking the most
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interesting sectors, ignoring the others.
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This really seems to freak people out,
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when an enemy takes a path right through the heartland.
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.s1
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I would use planes (so having numerous airports
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each with a fair supply of fighters, spread around
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||||
your country, would be the best countermeasure),
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ships (having forts loaded with guns and shells
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covering all coastlines helps a lot;
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also having destroyers and subs spread around your coastal
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waters in order to spot and counterattack enemy
|
||||
ships, also have bombers to bomb enemy ships, and
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||||
radar stations to spot them is useful).
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.s1
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I would invade by land, firing from forts,
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(mainly you need to counterattack actively when the enemy takes any
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sectors in your area, also forts with guns and shells help a lot).
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I would capture islands and build bridges to get into your country
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(so watch all offshore islands with bridge span range).
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.s1
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Have a lot of shells in warehouses ready to be moved to
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||||
the front (you can move four for no mobility cost).
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.s1
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Bombing enemy ships spotted by radar seems to work pretty
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well for the most part.
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If he has an aircraft carrier you can torpedo it.
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.s1
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||||
You never know exactly what may happen,
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sometimes you get lucky when you think it's hopeless.
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||||
Even if a plan has only a small chance of working,
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||||
sometimes it's worth a try,
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||||
especially if the enemy has to actively do something to stop it.
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.in 0
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.s1
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||||
You should always have at least two capitals sectors, in case you
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||||
lose one.
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.s1
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Just a tip on empire tactics: mobility is the key
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to dealing with many empire problems. Its often the
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||||
bottleneck which interferes with various things, and
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||||
the decisive advantage that gives victory to the attacker.
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.s1
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||||
.s1
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.SA "Overview, Novice, Hints, Introduction"
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3408
info/Introduction/Guide.t
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3408
info/Introduction/Guide.t
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File diff suppressed because it is too large
Load diff
177
info/Introduction/Hints.t
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info/Introduction/Hints.t
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.TH Introduction Hints
|
||||
.NA Hints "Hints to help you play Empire better"
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||||
.LV Expert
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||||
.s1
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||||
Military and the Demobilization of Same
|
||||
.in +0.3i
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||||
.s1
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||||
It's generally a good idea to put
|
||||
demobilized military on active reserve.
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||||
You should also consider whether you need an enlistment center
|
||||
to generate more military.
|
||||
You can't enlist more military than you have military reserves.
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||||
The \*Qnation\*U command will tell you how many military you have.
|
||||
Be careful, as many players have lost their countries
|
||||
through carelessness with their military
|
||||
at the start of the game.
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||||
.s1
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||||
Actually, the enlist command cannot activate more military than
|
||||
you have on reserve.
|
||||
Even then they have to be in sectors
|
||||
with an efficiency of 60% or greater.
|
||||
Enlistment sectors can produce as many military as they are capable of,
|
||||
but will never produce more than one-half
|
||||
of the civilian populace there.
|
||||
So you need to keep moving them out, or demobilizing them, etc.
|
||||
Also, the more military you have in an enlistment center,
|
||||
the more military get trained per update.
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||||
.s1
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||||
Any civilian may be enlisted
|
||||
(no restriction on the efficiency of the sector).
|
||||
No more may be enlisted than the number of reserves.
|
||||
Enlistment costs mobility whereas
|
||||
while demobilization costs cash.
|
||||
Military can only be demobilized in sectors
|
||||
with a 60% efficiency or greater.
|
||||
No more than one-half the number of civilians in a sector
|
||||
may be enlisted in one \*Qenlist\*U command,
|
||||
but if it is issued many times,
|
||||
virtually all civilians in a sector may be enlisted.
|
||||
.s1
|
||||
One thousand reserves is enough for now,
|
||||
although I figure I always put them on reserve when I demobilize,
|
||||
at least up to 10,000.
|
||||
.s1
|
||||
So you don't need to push for more reserves now,
|
||||
but might as well put all demobilized military on reserve.
|
||||
.s1
|
||||
You make back the cost of demobilizing military in just
|
||||
two or three days I think,
|
||||
so I generally demobilize the military I don't have any use for,
|
||||
and put them on reserve.
|
||||
.s1
|
||||
Depends on how you want to use them, I guess.
|
||||
I figure with 200 jet transports at 127 mobility,
|
||||
I can land 20,000 military in an enemy country in one night,
|
||||
so I'd say 20,000 is a safe upper limit for reserves.
|
||||
I've never needed more than that.
|
||||
.in
|
||||
.s1
|
||||
Distribution Hints
|
||||
.in +0.3i
|
||||
.s1
|
||||
When distributing stuff to a warehouse,
|
||||
set the thresholds in the sector that is sending to or receiving
|
||||
from the warehouse to the amount that you want left in that sector.
|
||||
Don't set thresholds for the warehouse itself
|
||||
(unless its also distributing to another warehouse)
|
||||
.s1
|
||||
The minimum threshold for distribution is one.
|
||||
A threshold of 0 means no distribution of that commodity
|
||||
will take place.
|
||||
.in
|
||||
.s1
|
||||
Something to Remember about Technology
|
||||
.in +0.3i
|
||||
.s1
|
||||
An education level of five is required to build technology.
|
||||
After "easy tech", the tech you build is put through a
|
||||
logorithm with "tech log base" (see version).
|
||||
.in
|
||||
.s1
|
||||
War Zones
|
||||
.in +0.3i
|
||||
.s1
|
||||
It makes it much easier if the player doesn't
|
||||
have to do anything to keep his country running,
|
||||
but can instead do the things that are of interest.
|
||||
There's also the problem of what to do in an invasion.
|
||||
I guess if invaded I just accept the damage,
|
||||
and don't try to fix it until the war ends.
|
||||
.s1
|
||||
In a war zone I generally follow one of two basic plans.
|
||||
If I'm the invader, I either leave the sectors as they are
|
||||
and let the country being invaded fall apart,
|
||||
or if I can do something to make it worse for the enemy,
|
||||
I sometimes do that.
|
||||
I sometimes designate conquered sectors to agribusinesses
|
||||
if they need food, banks to reduce shelling damage,
|
||||
enlistment centers for military,
|
||||
forts for firing and attacking, harbors to get ships in,
|
||||
warehouses to collect, move, and distribute supplies,
|
||||
airbases for planes and bridge heads for easy movement.
|
||||
.s1
|
||||
When being invaded, I also generally postpone any
|
||||
long term development and just concentrate on the
|
||||
basic sectors types for combat (a,b,c,e,f,h,w,#,*)
|
||||
.s1
|
||||
I've found it's a mistake to worry about long term
|
||||
development in a war zone, until the battle is over.
|
||||
I will let a war zone be completely wrecked in order to achieve victory.
|
||||
So you need to keep your home area away from any war zones.
|
||||
.s1
|
||||
So far the method of treating war zones and
|
||||
peaceful zones differently and keeping them separated
|
||||
has worked pretty well.
|
||||
The mistake I made in the past was to try to develop a war zone
|
||||
before the fight was over.
|
||||
Now I'm willing to completely wreck the area to win,
|
||||
and in fact you pretty much have to.
|
||||
The guerrillas take several days to get rid of even when
|
||||
the war is over.
|
||||
.s1
|
||||
I mostly turn the sectors in the front lines into forts, enlistment
|
||||
centers, banks, and bridgeheads.
|
||||
Then maybe some warehouses, airports, and harbors
|
||||
within range of the front lines.
|
||||
And maybe some radar stations.
|
||||
.in
|
||||
.s1
|
||||
Work Percentages are Important!
|
||||
.in +0.3i
|
||||
.s1
|
||||
I've found it good policy to produce a large surplus
|
||||
of food and aim to have at least 100 food in each sector,
|
||||
when I have enough. Actually I now put 990 food in each
|
||||
sector, except for aggies (100) and warehouses (9990).
|
||||
.s1
|
||||
Before moving civilians,
|
||||
check the work in the sector the civilians are in.
|
||||
If it's less than 100%, DON'T move any of them out.
|
||||
The reason: work in the destination sector will drop to
|
||||
the same level as the starting sector.
|
||||
.s1
|
||||
It's a good idea to check after every update,
|
||||
to see if any sectors have work less than 100%.
|
||||
\*Qcen\ #0\ ?work<100\*U is what I use.
|
||||
If work is less than 100%, workers won't work at full efficiency,
|
||||
and if it gets very low,
|
||||
the civilians may revolt and you'll lose the sector.
|
||||
Build lots of happiness, and keep extra mil in sectors with
|
||||
work less than 100%.
|
||||
That seems to help.
|
||||
.in
|
||||
.s1
|
||||
Definitions and a Good Thing to Remember
|
||||
.in +0.3i
|
||||
.s1
|
||||
\*QWorld tech\*U and \*Qworld research\*U refers
|
||||
to the technology and research made by other countries
|
||||
which will automatically leak to the less developed countries.
|
||||
.s1
|
||||
If you let education get higher than happiness,
|
||||
then find work going to 0% in your sectors,
|
||||
don't say you weren't warned....
|
||||
.in
|
||||
.s1
|
||||
On Nuclear Devices
|
||||
.in +0.3i
|
||||
.s1
|
||||
Just a note on nukes: in this version, there is
|
||||
a nice balance between nukes and economics.
|
||||
A player can do a lot of damage with nukes, but it costs a LOT.
|
||||
So it's rare that a country is completely annihilated
|
||||
by a nuclear attack,
|
||||
as used to be the case in PSL Empire.
|
||||
.in
|
||||
.SA "Overview, Introduction"
|
35
info/Introduction/Kill.t
Normal file
35
info/Introduction/Kill.t
Normal file
|
@ -0,0 +1,35 @@
|
|||
.TH Introduction Kill
|
||||
.NA Kill "How to kill your process on the server"
|
||||
.LV Basic
|
||||
.s1
|
||||
At some point you may lose your connection to the game.
|
||||
When this happens its possible that the game will not
|
||||
log your country off and you will get a message saying that
|
||||
you are still playing the game. This can be easily fixed by the player
|
||||
if you type in the following.
|
||||
.s1
|
||||
.nf
|
||||
.in +1i
|
||||
telnet your.local.empire.machine 6666
|
||||
coun <NAME>
|
||||
pass <PASSWORD>
|
||||
kill
|
||||
quit
|
||||
.in -1i
|
||||
.fi
|
||||
.s1
|
||||
What happens is that you are connecting directly to the Empire Server.
|
||||
From there you enter your country name and password.
|
||||
You can then kill the job that's running and then quit so you can
|
||||
login again using the client.
|
||||
.s1
|
||||
This little trick will work on just about any Empire game.
|
||||
Of course you need to telnet to that game and
|
||||
and enter the correct country and password.
|
||||
.s1
|
||||
Its a good idea to write this down somewhere and DON'T LOSE it cause
|
||||
chances are that you will have to use it at sometime.
|
||||
.s1
|
||||
Note that many clients offer a "kill" command which does this.
|
||||
.s1
|
||||
.SA "Introduction"
|
1
info/Introduction/MakeSrcs
Normal file
1
info/Introduction/MakeSrcs
Normal file
|
@ -0,0 +1 @@
|
|||
INFOSRCS=Basics.t Clients.t Expert.t Guide.t Hints.t Kill.t Novice.t Overview.t Suggestions.t
|
62
info/Introduction/Makefile
Normal file
62
info/Introduction/Makefile
Normal file
|
@ -0,0 +1,62 @@
|
|||
#
|
||||
# Empire - A multi-player, client/server Internet based war game.
|
||||
# Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
|
||||
# Ken Stevens, Steve McClure
|
||||
#
|
||||
# This program is free software; you can redistribute it and/or modify
|
||||
# it under the terms of the GNU General Public License as published by
|
||||
# the Free Software Foundation; either version 2 of the License, or
|
||||
# (at your option) any later version.
|
||||
#
|
||||
# This program is distributed in the hope that it will be useful,
|
||||
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
# GNU General Public License for more details.
|
||||
#
|
||||
# You should have received a copy of the GNU General Public License
|
||||
# along with this program; if not, write to the Free Software
|
||||
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
#
|
||||
# ---
|
||||
#
|
||||
# See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
|
||||
# related information and legal notices. It is expected that any future
|
||||
# projects/authors will amend these files as needed.
|
||||
#
|
||||
SRCDIR = ../..
|
||||
NROFF = nroff
|
||||
TROFF = troff
|
||||
|
||||
INFOSRCS = empty
|
||||
|
||||
INFOOBJS = $(INFOSRCS:.t=)
|
||||
|
||||
HTMLOBJS = $(INFOSRCS:.t=.)
|
||||
|
||||
include MakeSrcs
|
||||
|
||||
.SUFFIXES: .t
|
||||
|
||||
all:
|
||||
@echo INFOSRCS=`echo *.t` > MakeSrcs
|
||||
@make nroffs
|
||||
@echo Done.
|
||||
|
||||
html:
|
||||
@echo INFOSRCS=`echo *.t` > MakeSrcs
|
||||
@make htmlfiles
|
||||
@echo Done.
|
||||
|
||||
htmlfiles: $(HTMLOBJS)
|
||||
|
||||
nroffs: $(INFOOBJS)
|
||||
|
||||
$(INFOOBJS):
|
||||
@$(NROFF) $(SRCDIR)/info/CRT.MAC $@.t | awk -f $(SRCDIR)/info/Blank.awk > $(SRCDIR)/info.nr/$@
|
||||
@echo Created $(SRCDIR)/info.nr/$@
|
||||
|
||||
$(HTMLOBJS):
|
||||
@perl $(SRCDIR)/info/emp2html.pl $@t > $(SRCDIR)/info.html/$@html
|
||||
@echo Created $(SRCDIR)/info.html/$@html
|
||||
|
||||
|
585
info/Introduction/Novice.t
Normal file
585
info/Introduction/Novice.t
Normal file
|
@ -0,0 +1,585 @@
|
|||
.TH Introduction "Advice for Novices"
|
||||
.NA Novice "Advice for Novices"
|
||||
.LV Basic
|
||||
.ce 3
|
||||
.s1
|
||||
\*(iFA Preface\*(pF
|
||||
by Ken Stevens
|
||||
.s1
|
||||
While most of this document applies to the game of Empire in its
|
||||
current form, it is important to keep in mind that the sections which
|
||||
follow this preface were written long before missions or land units
|
||||
were introduced into the game. The main impact that missions and land
|
||||
units have had on the game is that they greatly strengthened the
|
||||
defense. Here are "ten easy steps" for setting up a strong defense in
|
||||
the new server:
|
||||
.NF
|
||||
(1) Build 100% forts and put 10 guns and at least 100 shells in them.
|
||||
(2) Put at least 5 mil in all of your coastal sectors.
|
||||
(3) Build infantry units, put them in the forts, "fortify" them, and
|
||||
put them on "reserve" mission (info mission).
|
||||
(4) Build battleships and artillery and put them on "interdiction"
|
||||
mission. Put the artillery in forts and fortify them.
|
||||
(5) Put infantry units in your banks and capitals, fortify them, and set their
|
||||
reaction radius to 0 (info lrange).
|
||||
|
||||
---later in the game---
|
||||
|
||||
(6) Put lots of land mines in your ground (info lmine).
|
||||
(7) Build fighter planes.
|
||||
(8) Always guard your ships with destroyers (or other kinds of ASW ships).
|
||||
(9) Build some ASW planes and put them on interdiction mission.
|
||||
(10) Build lots of sam's and abm's.
|
||||
.FI
|
||||
.s1
|
||||
\*(iFA Treatise of Advice on War and Peace
|
||||
for Budding Empire Players\*(pF
|
||||
by Dave Pare
|
||||
.s1
|
||||
This article contains advice for beginning players.
|
||||
It deals mainly with staying alive and not economic development,
|
||||
because staying alive is tougher for beginners
|
||||
than is playing with the various Sector-types.
|
||||
.s1
|
||||
The most important thing I can say is that beginners should remember
|
||||
that Empire is not realistic.
|
||||
There are dozens of \*Qtricks\*U to learn;
|
||||
until you master them, you will lose because of small oversights
|
||||
Beware of patterning your Empire actions after real-world strategies;
|
||||
they may not work as expected.
|
||||
.s1
|
||||
When you start, grab as much land as possible.
|
||||
Locate and identify other players,
|
||||
and get an idea of the size of your land mass.
|
||||
Send them all telegrams.
|
||||
Everybody likes to get telegrams;
|
||||
the telegram facility gives you the chance to make friends,
|
||||
influence people, and have fun role-playing your country.
|
||||
If you get to know somebody,
|
||||
you may not be attacked because you come across as a nice guy.
|
||||
Of course, if you sound like a bozo, you may get stepped on.
|
||||
.s1
|
||||
Establish a definite border with your neighbors by inhabiting
|
||||
sectors with one civilian.
|
||||
This establishes your claim
|
||||
to the land behind these outposts,
|
||||
even though you don't actually occupy it yet.
|
||||
It also prevents your neighbor from discovering where YOUR capital is.
|
||||
In Empire, it's very important to protect the location of your capital;
|
||||
likewise, it's quite nice to know the location
|
||||
of the neighboring capitals \*Qjust in case\*U!
|
||||
.s1
|
||||
If any of your neighbors attacks your outposts,
|
||||
that gives you a valuable clue to their intentions,
|
||||
while not costing you much in the way of resources.
|
||||
Also, an attack on a remote outpost may give you enough time
|
||||
to prepare your country for the possible invasion to follow.
|
||||
You may not want to claim too much land though,
|
||||
or the outposts will get overrun by people
|
||||
who are fed up with your obvious land-grabbing.
|
||||
.s1
|
||||
Basically, try and be fair about land distribution,
|
||||
but make sure you get a good deal for yourself.
|
||||
.s1
|
||||
Empire players go to war for many reasons.
|
||||
One is lack of resources;
|
||||
you have land, and they want it.
|
||||
Another is safety;
|
||||
your troops or ships are perceived as menacing,
|
||||
so they are destroyed by your adversary.
|
||||
Another is because the attacking player
|
||||
really enjoys attacking people!
|
||||
Still another is boredom and/or curiosity --
|
||||
\*QJust how do nukes work anyway?
|
||||
Hey, I know, I'll try them out on Freedonia!\*U
|
||||
.s1
|
||||
In Empire, wars are generally won by people who attack first.
|
||||
Because mobility can be saved up
|
||||
your attacks can proceed while the hapless enemy is asleep.
|
||||
Many Empire attacks have happened over the weekend,
|
||||
or at 2:00 in the morning.
|
||||
It is quite difficult to defend your country when you're not logged in.
|
||||
The auto-defense features of the game are minimal at best.
|
||||
.s1
|
||||
The whole philosophy of \*QFirst Strike\*U holds true from early land
|
||||
warfare, to naval warfare, to the philosophy of Mutual Assured
|
||||
Destruction.
|
||||
If you strike first and your attack is well-planned,
|
||||
any retributive strike of the enemy's will be ragged at best.
|
||||
If it's a land war,
|
||||
all of the fighting will be on the enemy's territory,
|
||||
not on yours.
|
||||
Your industries will be fine, and the battleground will be the enemy's.
|
||||
.s1
|
||||
Having mentioned the advantages of pre-emptive strikes,
|
||||
I must caution against spur-of-the-moment attacks.
|
||||
I've noticed that many wars tend to occur because
|
||||
some country sinks your battleship;
|
||||
you get mad and decide to attack.
|
||||
I'm just as guilty of this as anyone.
|
||||
Spending a few days marshaling your forces
|
||||
can mean the difference between a long, drawn-out slugfest,
|
||||
and an overwhelming 2:00 blitzkrieg
|
||||
that blows away half the enemy's army and navy
|
||||
within the first few hours.
|
||||
While it's nice to have instant gratification
|
||||
(seeing enemy troops die right after you read the telegram
|
||||
describing the destruction of your poor, defenseless battleship
|
||||
feels SO good),
|
||||
a hasty counterattack will alert your enemy
|
||||
who will mobilize forces and retaliate accordingly.
|
||||
Things will escalate, and you'll be in a full-scale shooting war
|
||||
before you can say \*QGulf of Tonkin Resolution!\*U
|
||||
And you will have lost the advantage.
|
||||
.s1
|
||||
Going first only counts if you have marshaled your forces.
|
||||
A scattered, ill-planned attack will net you nothing
|
||||
but a little instant gratification,
|
||||
at the cost of a long drawn-out war in which
|
||||
your neighbors who aren't fighting are the only winners.
|
||||
Once two countries are at war,
|
||||
it's much harder to win \*Qovernight\*U.
|
||||
Vietnam is a good example of what you shouldn't do.
|
||||
Gradual escalation just gives the enemy time to prepare.
|
||||
A sudden, overwhelming attack is far better
|
||||
and will achieve your goals much more cheaply.
|
||||
.s1
|
||||
Knowing where the enemy is located is absolutely critical
|
||||
to the planning of a successful attack.
|
||||
.s1
|
||||
War takes up a lot of resources;
|
||||
your personal time is the most precious resource of all.
|
||||
In a war, your time, energy, and creativity will be devoted
|
||||
towards destroying your adversary.
|
||||
This leaves little time for economic development.
|
||||
In war, the home front stagnates, or goes to seed.
|
||||
Only the bare necessities are produced for the civilians at home,
|
||||
technological innovation and new land development ceases,
|
||||
and your country will generally fall behind in the global race
|
||||
for technology.
|
||||
.s1
|
||||
Therefore, if you decide to go to war,
|
||||
you'd better win quickly
|
||||
or else it will take a lot of time,
|
||||
and your country will go downhill fast.
|
||||
If you're just punishing someone for doing something \*Qnasty\*U,
|
||||
offer \*Qnice\*U peace terms after you've meted out
|
||||
appropriate punishment.
|
||||
If you aren't attacking because you're bored,
|
||||
other players are likely to agree to peace
|
||||
because losing a war is unpleasant.
|
||||
I've turned enemies into allies often enough;
|
||||
they are happy to survive,
|
||||
and if your attack was relatively justified,
|
||||
they are happy to have you as a friend.
|
||||
.s1
|
||||
You'll notice I didn't give any advice to responding to an attack.
|
||||
I think being attacked is generally a losing proposition
|
||||
because in Empire the attacker generally has the advantage
|
||||
unless fighting with greatly lower tech equipment.
|
||||
.s1
|
||||
As soon as ships start appearing on the power chart,
|
||||
make sure each sector bordering water
|
||||
has at least five to ten military.
|
||||
When more ships come around, beef up the coastline defenses even more.
|
||||
Put tons of military in your capital.
|
||||
.s1
|
||||
To summarize,
|
||||
if you go to war, strike the first blow -- preferably at 0200.
|
||||
.s1
|
||||
Remember the cost in your own personal time investment.
|
||||
Once the ball starts rolling,
|
||||
you won't be able to call it all off and go for a vacation.
|
||||
Your enemy will want to kill you,
|
||||
so you'd better be prepared to spend plenty of time in solid play.
|
||||
.s1
|
||||
.ce 3
|
||||
\*(iFHumble Additions to the
|
||||
Treatise of Advice\*(pF
|
||||
by Tom Tedrick
|
||||
.s1
|
||||
In addition, keep mobility in mind.
|
||||
In many of my low-tech wars, superior mobility was decisive.
|
||||
.s1
|
||||
Combining these ideas gives you my basic opening strategy:
|
||||
take as many sectors as is possible, as quickly as possible
|
||||
(I will take 300 sectors the first day if I can),
|
||||
and designate them highways, leaving one civilian in each sector.
|
||||
(You may need to leave one food in sectors with zero fertility.)
|
||||
.s1
|
||||
When my country first reaches 100% efficiency,
|
||||
roughly two-thirds of my sectors will be 100% efficient highways.
|
||||
This allows me to shift my forces all the way
|
||||
from one border to another in a single move.
|
||||
I once had great fun smashing three countries
|
||||
that attacked me simultaneously from three sides
|
||||
by shifting all my forces from border to border to border,
|
||||
achieving local superiority in each case,
|
||||
and annihilating the enemy forces in turn at updates
|
||||
(this is related to the theory of the
|
||||
advantages of interior lines worked out by the Germans).
|
||||
.s1
|
||||
If the enemy runs out of mobility you can sometimes catch
|
||||
the main invasion force helplessly immobilized on the front lines
|
||||
and annihilate it.
|
||||
.s1
|
||||
.ce 2
|
||||
\*(iFHints to the Wise\*(pF
|
||||
by Shelley Louie
|
||||
.s1
|
||||
Since this is an advice note,
|
||||
I'll refrain from being too specific about tactics.
|
||||
You'll just have to learn them yourself.
|
||||
.s1
|
||||
Building the Perfect Beast: (Country Construction)
|
||||
.in +0.3i
|
||||
.s1
|
||||
The first thing you want is land.
|
||||
Lots of land.
|
||||
A whole hell of a lot of land.
|
||||
You should try to expand your country from the very beginning.
|
||||
From there, you'll meet your neighbors who are doubtlessly
|
||||
doing the same thing you're doing.
|
||||
Expanding wildly.
|
||||
Now comes the first of a series of decisions you have to make.
|
||||
Do you want to become a raging power-mad warmonger?
|
||||
If you do, be sure to have built your army beyond the basic 100 troops.
|
||||
The earlier in the game you find someone,
|
||||
the easier it is to crush them into oblivion.
|
||||
If you feel peaceful, see the diplomatic section of the text.
|
||||
.s1
|
||||
Another difficult decision is designating your sectors.
|
||||
A good beginning mix is two mines per light construction and
|
||||
heavy construction factory,
|
||||
about 20% agribusinesses
|
||||
(later dropping to 10%, 5%, or even none at all!),
|
||||
and a few schools, research, parks, etc.
|
||||
to fill up some of the other space.
|
||||
The most important thing to have is a good transportation system
|
||||
in the form of your highways.
|
||||
Anywhere from 20-40% of your country should be highways.
|
||||
You'll find them infinitely useful
|
||||
in moving food to a starving sector,
|
||||
taking people to a new settlement,
|
||||
or transporting troops to a local revolution, highways are vital!
|
||||
.s1
|
||||
Another important consideration is \*Qdo you want really want to win?\*U
|
||||
This implies the idea of competing
|
||||
in terms of building technology and research,
|
||||
and being able to get supplies to continue to produce
|
||||
both of these vital products plus happiness,
|
||||
a high (greater than 10) education, maintaining a military force, etc.
|
||||
Winning means succeeding on all fronts.
|
||||
I play to win, but find that I can't devote the time or effort
|
||||
to winning, so I usually end up playing for the pure enjoyment
|
||||
of the game.
|
||||
Ask Tom [Tedrick] how many hours he puts into playing,
|
||||
and you can figure that is what you're going to have to do to win.
|
||||
A final warning, if you play seriously, your grades will drop.
|
||||
No if's, and's, or but's about this.
|
||||
You can't just throw three to five hours a day away
|
||||
and not have your schoolwork suffer.
|
||||
.in
|
||||
.s1
|
||||
Happiness is a Warm Gun: (The Art of Diplomacy)
|
||||
.in +0.3i
|
||||
.s1
|
||||
No one trusts anybody in this game unless you know them personally
|
||||
outside of the limited scope of Empire.
|
||||
Of course, this limits you a lot,
|
||||
so you break the rules and make alliances
|
||||
with people who you have no relation to.
|
||||
And they in turn backstab you and devastate the country
|
||||
you so meticulously built for the last few weeks.
|
||||
Oh well, that's what you deserve...
|
||||
.s1
|
||||
Just kidding.
|
||||
Most of the people you will play with are rather trustworthy souls.
|
||||
At least they are until it becomes burdensome to them.
|
||||
A good relationship (as all those sex manuals will tell you)
|
||||
is based on trust and respect for the other person.
|
||||
What does this mean to you?
|
||||
Build enough military to be a pain to invade.
|
||||
Military power insures respect.
|
||||
Trust is up to the two people involved.
|
||||
.in
|
||||
.s1
|
||||
Night Moves: (The Art of Empire)
|
||||
.in +0.3i
|
||||
.s1
|
||||
Empire is a skill.
|
||||
Never forget that.
|
||||
You will learn as you play that you may have to stay up
|
||||
for that 3:00 AM update to completely surprise your unknowing victim
|
||||
or even just to maximize your country's potential.
|
||||
Also never forget that someone may be up at that time
|
||||
waiting to pounce all over you too.
|
||||
Pleasant dreams.
|
||||
.in
|
||||
.s1
|
||||
Running on Empty: (Losing and still having fun)
|
||||
.in +0.3i
|
||||
.s1
|
||||
Okay, you've tried to keep up with Tom [Tedrick], Chris [Guthrie],
|
||||
and all those other experienced people,
|
||||
but it just isn't going to happen.
|
||||
You are not going to win the big win (i.e., become world dictator).
|
||||
What do you do?
|
||||
Give up and watch your country go to pot?
|
||||
Give all your stuff away to another country and resign?
|
||||
.s1
|
||||
No!
|
||||
You can have fun even after you can't win.
|
||||
Make small wars with other small countries.
|
||||
Try to get a hold of nukes to devastate them.
|
||||
Form a cartel with other small nations
|
||||
and try to run over a big country.
|
||||
As in real life, the possibilities are endless!
|
||||
Look at the Middle East, they're having fun, right?
|
||||
.s1
|
||||
This is just a game, and from this point on,
|
||||
you don't have to worry about watching over your nation too closely.
|
||||
Play for the enjoyment of playing.
|
||||
.s1
|
||||
Which, of course, is the intention of Empire in the first place.
|
||||
.in
|
||||
.s1
|
||||
.ce 2
|
||||
\*(iFOn the Distribution of All Things\*(pF
|
||||
by David Bleckmann
|
||||
.s1
|
||||
The reader here is assumed to have read the information pages
|
||||
on distribute, threshold, and level.
|
||||
.s1
|
||||
To use distribute, it is a good idea to have a warehouse.
|
||||
You don't have to, but this is how the command usually works.
|
||||
If for some odd reason you don't use a warehouse,
|
||||
you will have to use some other sector as your
|
||||
\*Qdestination sector\*U, as mentioned in \*Qinfo level\*U.
|
||||
For novices, just build a warehouse.
|
||||
I will refer to warehouse instead of distribution sector
|
||||
for the rest of this text.
|
||||
.s1
|
||||
You should place your warehouse in a spot
|
||||
that can be reached by all your sectors via a low mobility path.
|
||||
That is, for each sector you own,
|
||||
there should be a path along which you could move goods
|
||||
at very little mobility cost.
|
||||
Since 100% efficient highways don't cost any mobility to move across,
|
||||
roads that come close to each of your sectors
|
||||
and lead to your warehouse are a good idea.
|
||||
.s1
|
||||
Now for each of your sectors you must set up a distribution path.
|
||||
Use the distribute command.
|
||||
This is a path from each of your sectors to your warehouse,
|
||||
along a low mobility path as described above.
|
||||
For example, if you have a nation that looks like this:
|
||||
.NF
|
||||
j j m + c
|
||||
m + g * +
|
||||
h + w + k
|
||||
m + + g
|
||||
.FI
|
||||
And you wanted to set up a path from your capital,
|
||||
you would give the command
|
||||
.EX dist 0,0 bbg
|
||||
.s1
|
||||
Note: the path can only be so long,
|
||||
and as your country gets larger you will
|
||||
need more than one warehouse.
|
||||
.s1
|
||||
Once you have done this for all of your sectors,
|
||||
you are ready to start distributing.
|
||||
.s1
|
||||
Now you will probably want to have food on all your sectors,
|
||||
and if one sector has a lot of people on it,
|
||||
you may want to have a bit more on it.
|
||||
You will not want to have to monitor the food levels
|
||||
for all of your sectors.
|
||||
This is the process that is automated by distribute.
|
||||
.s1
|
||||
Using food as an example,
|
||||
you can go through all of your sectors and issue a threshold command,
|
||||
such as:
|
||||
.EX thresh f 0,0 40
|
||||
.s1
|
||||
This will set the threshold for food at your capital at 40.
|
||||
You can do this for all of your sectors using a command like
|
||||
.EX thresh f #
|
||||
.s1
|
||||
And give a threshold for each of your sectors as prompted.
|
||||
.s1
|
||||
Now at each update,
|
||||
Empire will move food to and from your warehouse
|
||||
in an attempt to satisfy all your threshold requirements.
|
||||
If for example a certain sector
|
||||
has more than its allotted threshold of a certain product
|
||||
(e.g., an agribusiness producing food),
|
||||
food will be moved off it to the warehouse.
|
||||
If a sector has less than its threshold,
|
||||
and the warehouse has any of that commodity,
|
||||
the product will be moved from the warehouse
|
||||
to the needy sector in an attempt to satisfy its threshold.
|
||||
If a certain sector has a threshold of 0 for a certain product,
|
||||
no distribution takes place.
|
||||
.s1
|
||||
Therefore if you wished to move as much iron as possible
|
||||
from an iron mine every update,
|
||||
you would set its threshold for iron to one.
|
||||
If somewhere else you had a lcm factory that can use 45 iron a turn
|
||||
(found out through the prod command)
|
||||
you would set its threshold for iron to 45 (or greater)
|
||||
and its threshold for lcm's to one.
|
||||
Then, on each update,
|
||||
Empire would move all iron off your iron mine (except for one unit),
|
||||
try to put 45 iron on your lcm factory and take all lcm's
|
||||
(except for one)
|
||||
off your lcm plant
|
||||
(possibly to be used somewhere else).
|
||||
.s1
|
||||
Note: the order in which this happens is predictable,
|
||||
but not always desirable.
|
||||
Thus, if you have no iron on your warehouse to start with
|
||||
and your lcm factory gets updated first,
|
||||
it won't get any iron even though there will be some in the warehouse
|
||||
in a few seconds.
|
||||
It is always a good idea to keep surplus goods in your warehouse.
|
||||
.s1
|
||||
The end result is that you can set up your country to move your products
|
||||
around without you logging in.
|
||||
It also doesn't cost as many mobility points
|
||||
to move things as distribute, and it costs no BTU's!
|
||||
.s1
|
||||
.ce 3
|
||||
\*(iFSome Further Clarifications
|
||||
on Distribution versus Delivery\*(pF
|
||||
by David Muir Sharnoff
|
||||
.s1
|
||||
.in +0.3i
|
||||
\*(iFSecondly, I am still a little confused
|
||||
about distribution and delivery.
|
||||
When I designate a distribution route,
|
||||
does that mean that things will be delivered
|
||||
from the point of distribution to the warehouse?
|
||||
Or do I also have add the delivery route
|
||||
on top of the distribution route in order to get things moving?
|
||||
And how do I get the visual route of the distribution route?
|
||||
I can get delivery routes by doing the route command.
|
||||
Thanks.\*(pF
|
||||
.in
|
||||
.s1
|
||||
The two methods of moving commodities
|
||||
(distribute/threshold/level and deliver/cutoff/route)
|
||||
are completely independent.
|
||||
.s1
|
||||
Delivery is most useful for short, one-sector, movement of commodities.
|
||||
Distribute can be used in conjunction with highways and distribution
|
||||
sectors to provide low-cost, long-range movement of commodities.
|
||||
There is no analog to the route command in the distribute paradigm.
|
||||
.s1
|
||||
Here are some examples of commands:
|
||||
.s1
|
||||
.EX distribute -2,0 jjjh
|
||||
This command sets up a distribution path from the distribution sector
|
||||
in -2,0 to sector 4,0.
|
||||
.s1
|
||||
.EX thresh food 4,0 400
|
||||
This command sets the threshold on sector 4,0.
|
||||
Sector -2,0 (the distribution sector for 4,0)
|
||||
will attempt to keep 400 units of food in 4,0
|
||||
by importing or exporting as necessary.
|
||||
.s1
|
||||
.EX thresh oil 4,0 100
|
||||
This command is the same as above,
|
||||
but will instead attempt to keep 100 units of oil.
|
||||
.s1
|
||||
.EX level -2,0
|
||||
This command will report the distribution routes
|
||||
and thresholds for sector -2,0.
|
||||
.s1
|
||||
.EX deliver food -2,0 (384) y
|
||||
This command will deliver all food from -2,0
|
||||
in excess of 384 units to -3,-1.
|
||||
.s1
|
||||
.EX deliver lcm -2,0 b
|
||||
This command will deliver all lcm's from -2,0 to -3,1.
|
||||
.s1
|
||||
.EX deliver lcm -2,0 +30
|
||||
This command will deliver lcm's in excess of 24
|
||||
(deliver uses multiples of eight).
|
||||
.s1
|
||||
.EX cutoff -2,0
|
||||
This command will report what commodities are being delivered
|
||||
from -2,0 and what their cutoffs are.
|
||||
.s1
|
||||
.EX route food -20:20,-10:10
|
||||
This command will graphically report the food delivery paths
|
||||
in the sectors from -20:20 to -10:10.
|
||||
.s1
|
||||
.ce 2
|
||||
\*(iFSome More Hints for the Novice\*(pF
|
||||
by Jeff Trim
|
||||
.s1
|
||||
Tech levels are very important in this game.
|
||||
You cannot produce uranium, guns or shells
|
||||
until you achieve a tech level of 40.
|
||||
.s1
|
||||
Choose your friends carefully.
|
||||
I was talking to Lewis from Cornell College
|
||||
and his comment was the best I'd heard in a while:
|
||||
\*QNever ally with someone that doesn't have a definite
|
||||
interest in seeing you survive.\*U
|
||||
Don't be deceived by the treaty command;
|
||||
treaty violations will show up in the news,
|
||||
but that is not going to stop the aggressor from wiping you out,
|
||||
no matter how bad it looks in the news.
|
||||
.s1
|
||||
Nuclear attacks can cause a lot of damage,
|
||||
but no one has ever been taken out of the game by a nuclear attack.
|
||||
The damage from a purely nuclear attack is recoverable.
|
||||
It takes conventional forces combined with nukes to really do damage.
|
||||
(Of course I won't fool you either;
|
||||
it doesn't hurt to have a few nukes either.)
|
||||
.s1
|
||||
Beware of running low on BTU's.
|
||||
I will recount one story of a player on this site
|
||||
that was running low on BTU's.
|
||||
His enemies launched a nuclear attack and hit his capital!
|
||||
Unfortunately, he didn't have enough BTU's
|
||||
to redesignate a new capital.
|
||||
The moral of the story is that you should
|
||||
plan an alternate capital at some point in the game.
|
||||
These are generally not needed at the beginning of the game,
|
||||
because you need to effectively deploy your sectors in the early going.
|
||||
But later, it wouldn't hurt to have one or more alternate capitals.
|
||||
.s1
|
||||
Empire is a game of perception.
|
||||
If your adversaries think you're tough,
|
||||
they're probably going to pass you and head for easier prey.
|
||||
But the reverse is also true;
|
||||
if you look weak they might try a few tactics on you --
|
||||
and depending upon your response,
|
||||
they'll either back down or fight it out.
|
||||
Bargain from a position of strength.
|
||||
You could be the weakest country on the planet but still look
|
||||
so tough that no one would bother you.
|
||||
It's all perception.
|
||||
.s1
|
||||
Weak countries have an added advantage: gun running!
|
||||
If a country is heading out with his fleet
|
||||
to attack another country and you happen to be along the way,
|
||||
you could cut a deal with him and
|
||||
you could make a deal and allow that country to attack a coastal
|
||||
sector and turn it into a harbor.
|
||||
You've now placed an obligation on that country,
|
||||
who will be very careful to keep you happy so you won't
|
||||
grant similar privileges to that country's enemy.
|
||||
Weak nations can be quite powerful if you handle the diplomacy right.
|
||||
The tough players like blowing away their tough adversaries
|
||||
and as long as you stand idly by
|
||||
and watch those two countries blow each other to little pieces,
|
||||
you'll be left intact and growing richer off their little war.
|
||||
.s1
|
||||
.ce
|
||||
.s1
|
||||
.SA "Overview, Hints, Expert, Introduction"
|
236
info/Introduction/Overview.t
Normal file
236
info/Introduction/Overview.t
Normal file
|
@ -0,0 +1,236 @@
|
|||
.TH Introduction "An Overview of Empire"
|
||||
.NA Overview "An Overview of the Game"
|
||||
.LV Basic
|
||||
What is Empire?
|
||||
.in +0.3i
|
||||
.s1
|
||||
Empire is an military/economic simulation of make-believe
|
||||
countries in a make-believe world.
|
||||
The military part is emphasized.
|
||||
The economic part is still there,
|
||||
but as a prerequisite to a working military.
|
||||
.in
|
||||
.s1
|
||||
What part do I play?
|
||||
.in +0.3i
|
||||
.s1
|
||||
Each player is the ruler of a country.
|
||||
As leader of your country,
|
||||
you give commands that affect your country
|
||||
(e.g., move people around,
|
||||
re-designate sectors, etc).
|
||||
You also handle all of your country's foreign policy.
|
||||
.s1
|
||||
Empire lets you get reports on the status of your country
|
||||
(``info census'' and others),
|
||||
find out what's going on in other parts of the world
|
||||
(``info news''),
|
||||
and communicate with other countries
|
||||
(``info telegram'').
|
||||
.s1
|
||||
Although no goal is explicitly stated,
|
||||
most players rapidly derive their own,
|
||||
ranging from the mundane desire to be the biggest,
|
||||
strongest country in the game,
|
||||
to the more refined goals of
|
||||
having the most efficient land use possible,
|
||||
or having the lowest ratio of military to civilians while
|
||||
still surviving.
|
||||
.in
|
||||
.s1
|
||||
The World of Empire
|
||||
.in +0.3i
|
||||
.s1
|
||||
Empire is played on a hexagonal map
|
||||
partitioned into a rectangular grid of \*(iFM\*(pF\ \(mu\ \*(iFN\*(pF
|
||||
sectors (where \*(iFM\*(pF and \*(iFN\*(pF are typically,
|
||||
but not necessarily,
|
||||
powers of two, usually 64, 128, or 256).
|
||||
The world is made up of approximately
|
||||
50% sea, 45% habitable land and 5% uninhabitable mountains.
|
||||
.s1
|
||||
Sectors can be assigned a specific sector type.
|
||||
These types range from banks to nuclear fuel processing plants.
|
||||
See ``info Sector-types'' for more detail.
|
||||
.s1
|
||||
Your personal coordinate system is based on your capital,
|
||||
which is a type of sector.
|
||||
Your capital is generally marked by the coordinates 0,\ 0.
|
||||
.in
|
||||
.s1
|
||||
The Empire Time Scale
|
||||
.in +0.3i
|
||||
.s1
|
||||
The Empire world both does and does not match the real-time world.
|
||||
To better explain this, let us examine the concept of an update.
|
||||
.s1
|
||||
At regular intervals (usually once per day),
|
||||
the entire Empire world is updated.
|
||||
When the world updates, new population is added,
|
||||
ores are dug up and added to stockpiles,
|
||||
food and other commodities are distributed to sectors,
|
||||
the educational and technological levels are updated,
|
||||
and so on.
|
||||
It can be thought of as the minimum quantum for growth.
|
||||
.s1
|
||||
On this time scale, an update could be considered
|
||||
to be approximately one generation.
|
||||
Thus the difference from the time scale of the real world.
|
||||
.s1
|
||||
However, certain commands are issued in real-time,
|
||||
such as attacks.
|
||||
These commands have instantaneous effects on the state of your country.
|
||||
Dedicated (or merely experienced) Empire players will often
|
||||
log on to monitor their country.
|
||||
And most attackers will wait until the small hours of the morning
|
||||
to carry out their attacks, for obvious reasons.
|
||||
.s1
|
||||
If you do not log in to Empire,
|
||||
any automatic policies you have set up will be carried out.
|
||||
However, Empire will not try to fix any mistakes you have made;
|
||||
unless you are very careful,
|
||||
it's probably not a good idea to rely on these automatics.
|
||||
.in
|
||||
.s1
|
||||
Bureaucratic Time Units (BTU's)
|
||||
.in +0.3i
|
||||
.s1
|
||||
To prevent the more fanatical Empire players
|
||||
from staying logged on all the time,
|
||||
Empire places a limit on the amount of time you may be logged in
|
||||
per day.
|
||||
This limit is settable by the deity, usually 1000 minutes.
|
||||
If you run out of time, too bad!
|
||||
You can't log in again until the counter resets itself
|
||||
(usually at midnight).
|
||||
.s1
|
||||
The other control on the number of commands that you may issue
|
||||
are called ``Bureaucratic Time Units'' or BTU's.
|
||||
A BTU is an arbitrary amount of bureaucratic bookkeeping that
|
||||
your government must spend to perform a certain function.
|
||||
Most commands that are not merely informative cost BTU's.
|
||||
.s1
|
||||
BTU's are generated by your country's capital.
|
||||
The more efficient your capital, the more BTU's that are generated.
|
||||
The number of BTU's also depend on the game's settings.. See the
|
||||
output of the 'version' command for an estimate of BTU generation speeds.
|
||||
However, you may have a maximum of 512 BTU's at any one time.
|
||||
And once your BTU's reach zero, you may not issue any commands
|
||||
that use BTU's.
|
||||
.s1
|
||||
Three things to note about BTU's:
|
||||
.in +\w'00)\0\0'u
|
||||
.s1
|
||||
.L 1)
|
||||
Since commands use up BTU's,
|
||||
this limits the number of commands
|
||||
that a player may issue over a particular time period.
|
||||
This has the effect of preventing the Empire fanatic
|
||||
from overruning other players with less free time to log on.
|
||||
.s1
|
||||
.L 2)
|
||||
The build-up of BTU's is constant and does not depend on being
|
||||
logged in.
|
||||
This allows players to participate when it is convenient rather
|
||||
than at some fixed time
|
||||
(such as most board games, or the stock market).
|
||||
.s1
|
||||
.L 3)
|
||||
The BTU concept helps compensate for the fact that,
|
||||
in concept, the governments of each country are always
|
||||
``playing'' although the player representing that country
|
||||
may only log in periodically.
|
||||
.in -\w'00)\0\0'u
|
||||
.in 0
|
||||
.s1
|
||||
How long will a game take?
|
||||
.in +0.3i
|
||||
.s1
|
||||
Probably from one to four months.
|
||||
You should expect to spend one to four hours a day playing.
|
||||
Also expect that if you do spend this amount of time playing,
|
||||
your grades or work will suffer.
|
||||
You just can't spend that much time playing and either
|
||||
study or be productive.
|
||||
.in
|
||||
.s1
|
||||
What should I do now?
|
||||
.in +0.3i
|
||||
.s1
|
||||
When a new country enters the game,
|
||||
it starts out with an amount of money and two sectors.
|
||||
These sectors are sanctuaries
|
||||
and have an initial amount of people and commodities.
|
||||
Until you \*Qbreak sanctuary\*U,
|
||||
your country is effectively in stasis.
|
||||
Nothing will change until you actually log in and
|
||||
force a change
|
||||
(such as designating a capital to begin accumulating BTU's).
|
||||
.s1
|
||||
The absolutely minimal set of information pages you should read are:
|
||||
break, map, ann, wire, tel, read, expl, move, res, cen, dist, thresh, lev,
|
||||
com, prod, budget, Sector-types.
|
||||
.in
|
||||
.s1
|
||||
A Comment from Peter S. Langston (the author of the original Empire game)
|
||||
.in +0.3i
|
||||
.s1
|
||||
It should be remembered that Empire is merely an interesting pastime;
|
||||
in the vernacular, \*Qit's just a game\*U.
|
||||
There are many amusing stories of people
|
||||
that took the game too seriously;
|
||||
one tells of a corporate Vice President
|
||||
who walked into the computer room and flipped the main
|
||||
circuit breaker in order to stop an attack on his country;
|
||||
another tells of the Harvard student
|
||||
that refused to go to bed until everyone logged out of Empire
|
||||
and of the other players who took turns staying up late....
|
||||
.s1
|
||||
While many players take Empire very seriously,
|
||||
an equal number of players use it as a safe environment
|
||||
in which they can act out their fantasies.
|
||||
On occasion the fantasies involved are remarkably aggressive or hostile.
|
||||
It has been my experience that the people with the most belligerent
|
||||
countries are often the people with the kindest hearts;
|
||||
anti-social game play doesn't necessarily reflect the \*Qtrue\*U
|
||||
being underneath
|
||||
(or else I have some VERY weird friends).
|
||||
.in
|
||||
.s1
|
||||
A Brief History
|
||||
.in +0.3i
|
||||
.s1
|
||||
The game \*QEmpire\*U is the most recent in a series
|
||||
of territorial conquest, political/economic simulation games
|
||||
initially inspired by a board game of the same name
|
||||
played at Reed College (Portland, Oregon).
|
||||
Earlier versions were written at Reed by Peter Langston
|
||||
and at The Evergreen State College (Olympia, Washington)
|
||||
by Chas Douglas, Peter Langston, Ben Norton, Mike Rainwater and others;
|
||||
of particular note are the games \*QGalaxy\*U (Langston)
|
||||
and \*QCivil\*U (Norton).
|
||||
The previous version was written in 1985 partly on the HRSTS Unix system at
|
||||
the Harvard Science Center, (Cambridge, Mass.),
|
||||
partly on the Unix system at Commercial Union
|
||||
Leasing Corporation, (New York, N.\ Y.)
|
||||
and partly on the Unix system at Davis Polk & Wardwell,
|
||||
(New York, N.\ Y.)
|
||||
by Peter Langston with invaluable goading from
|
||||
Joe Stetson, Robert Bradbury, Nat Howard, Brian Redman, Adam Buchsbaum,
|
||||
and a myriad of others.
|
||||
Since Langston never released source code for his version,
|
||||
Dave Pare and friends de-compiled it in that same year and have
|
||||
created this version
|
||||
which is very different. Since then many re-writes and fixes have been
|
||||
put in and none of the original code exists anymore.
|
||||
Many people have enhanced the
|
||||
code, most notably, Dave Pare added plane units in 1986, Jeff Bailey
|
||||
added many configurable options in the KSU distribution, Thomas
|
||||
Ruschak added land units and missions in 1992-1993 and released the
|
||||
"Chainsaw" server, and Ken Stevens rewrote much of the server code in
|
||||
1995 and released the "Empire2" server, and Steve McClure and the Wolfpack
|
||||
made lots
|
||||
of other changes and released the "Empire4" server in August of 1996.
|
||||
.in
|
||||
.s1
|
||||
.SA "Novice, Expert, Introduction"
|
46
info/Introduction/Suggestions.t
Normal file
46
info/Introduction/Suggestions.t
Normal file
|
@ -0,0 +1,46 @@
|
|||
.TH Introduction SUGGESTIONS
|
||||
.NA Suggestions "Suggestions for enhancements to the game"
|
||||
.LV Expert
|
||||
.nf
|
||||
|
||||
Whenever I think about new things for empire, I evaluate them in this
|
||||
order:
|
||||
|
||||
1) Is it fun?
|
||||
|
||||
This is subjective, of course. The real question should be "Will the
|
||||
majority of Empire players find this enjoyable?"
|
||||
|
||||
2) Is is complicated?
|
||||
|
||||
What sorts of new commands are needed? How will the player use the new
|
||||
feature? Do new commands need to be added? How much will this change impact
|
||||
the user?
|
||||
|
||||
3) Is is code-able?
|
||||
|
||||
How difficult is it to do? Does it involve minor changes, or a major
|
||||
re-write? Many ideas have merit, but are prohibitively difficult to implement.
|
||||
|
||||
4) Is it realistic?
|
||||
|
||||
In general, realism is good, in that it makes the game more intuitive,
|
||||
and easier for new players to learn.
|
||||
|
||||
5) Is it play-balanced?
|
||||
|
||||
It is important that the delicate balance between offense and
|
||||
defense not be tipped one way or the other. For example, a stacking
|
||||
limit for land units would tip the balance too far in favour of the
|
||||
defender. Or, allowing more than one ship to assault at a time would
|
||||
tip the balance in favour of the attacker.
|
||||
|
||||
6) Is it important?
|
||||
|
||||
If the change involves adding detail to the game, is the detail
|
||||
important enough? Does the change go beyond the general level of Empire
|
||||
abstraction? For example, a change to allow you to name each of your mil
|
||||
would obviously be beyond Empire's general detail level. A command to name
|
||||
ships is stretching it.
|
||||
.fi
|
||||
.SA "Introduction"
|
Loading…
Add table
Add a link
Reference in a new issue